There are a lot of different industrial startup strategies around, most
of them work pretty well but none is really superior, well this has finally
ended, here is the superior industrial startup!
Nah just kidding, this strategy however has many benefits above all
the other strategies.
Let me explain what the idea behind the strategy is. The main goal
of this strategy is top be top 20 in about 3 days with more construction
sites then the people around you, but less then people who really focus
on CS in the beginning.
The idea is that you can keep on growing a lot of acres and networth,
while steadily increasing your CS. The benefits compared to the other two
strategies are clear:
-if you go for few CS in the beginning you'll get a top stop for sure,
but you'll fall behind because you can't build enough per turn to keep
on growing
-if you build a lot of CS in the beginning, you have a low rank, a
low networth, and little land, so it's a lot harder to grow in ranks
With this strategy I became rank 9 after three days playing as a monarchy.
all the countries around me were either Communist or theocracy so it really
works!
The only disadvantage is that you've got to follow it to the letter
else it doesn't work
But remember, you've got to start the way you want to end... If you
want to be a republic casher/techer start as an industrial republic. same
goes for all the other
governments, this strategy works for all governments, there is no longer
a benefit in switching governments!
The only exception to this rule is the democracy if you want to be
a democracy casher/farmer you should start as a monarchy for the first
few weeks.
Sell all your troops..
1) set tax rate to 70%
2) set industrail production to 100% spies
3) build 1 CS
4) set tax rate to 36%
5) build 2 CS
6) set tax rate to 35%
7) build 25 CS
8) build 24 industrial complexes, sell spies
9) explore 1 turn, sell spies
10) build 24 indus, sell spies
11) explore 1 turn, sell spies
12) build 12 CS, sell spies every turn
13) explore 1 turn, sell spies
14) build 4 CS, sell spies
15) explore 1 turn, sell spies
16) build 16 indus, sell spies
17) explore 1 turn, sell spies
18) build 16 indus, sell spies
19) explore 1 turn, sell spies
20) build 16 indus, sell spies
21) explore 1 turn, sell spies
22) build 16 indus, sell spies
23) explore 1 turn, sell spies
24) build 16 indus, sell spies
25) explore 2 turns, sell spies every trun
26) build 96 indus, sell spies every turn
27) explore 1 turn, sell spies
28) build 80 indus, sell spies every turn
29) change production to 100% troops
30) explore 2 turns
31) build 20 CS
32) build 11 indus and 10 farms
33) explore 1 turn now you're at turn 99 with around 18k troops and
64 CS
34) build 42 indus
35) explore 1 turn
36) build 21 indus
37) explore 1 turn
38) build 63 indus
39) explore 1 turn
40) build 10 farms and 11 indus
41) sell troops on market for around 118$
THE FIRST DAY OUT OF PROTECTION
Well now we're at around turn 110 and you should be around rank 100 while being able to build 21 buildings per turn (being a monarchy), there are two ways you can continue from now, by exploring or by attacking (or both but that's not recommended)
CONTINUE BY ATTACKING
This has the advantage that you get more acres (and buildings) per turn, along with some extra cash and food bushels. The disadvantage however is that people don't like to be grabbed and might retalliate, so you also have to make some tanks and spies. Also another disadvantage is that you have less defenses.
1) switch to 100% jets
2) build 8 CS
3) do a planned aggressive strike on someone with around 900 acres
(you'll get around 100 acres)
4) fill up empty acres
5) do 4 more planned strikes and fill up empty acres (switch to 20%
spies 80% tanks for 10 turns)
6) switch to 100% turrets
7) spend rest of the turns build CS
8) sell all the units you can on the market
CONTINUE BY EXPLORING
A major advantage of this strategy is that you won't get retalliated upon and you will be able to focus more on defenses. But the disadvantage that you won't grow is quite a pain in the b*tt.
1) build 8 CS
2) explore and build, explore and build
3) if you're feeling too landfat build more CS
4) sell all the units you can (you only have troops and turrets) on
the market
THE SECOND DAY OUT OF PROTECTION
Now exploring has become less and less efficient so you'll have to switch
to landgrabbing.
At this point it is still very good to search for countries with at
least 800 acres and do planned strikes for aroun 80-100 acres per attack
so the following steps are good:
1) build 8 CS
2) switch to produce units you like (most likely jets and turrets)
3) do 5 planned strikes and build more industrial complexes
4) build more CS
You can keep on doing this for a few days untill you realize that you are less fat then the people around you, what you do then is simple: you attack more…
THE 8TH DAY OUT OF PROTECTION
There are two possibilities at this point you're landfat or you're not. If you're landfat, great job! You're in the top 100 so you should be landfat, keep on going like you did untill you're not landfat anymore.
If you're not landfat you should say to yourself screw those CS, I need industrial complexes!! Indeed you do, here's how you go about
1) build NO CS
2) do a standard strike with 1/3rd of your army against someone you'll
get through and get at least 100 acres from
3) build industrial complexes till readiness is back to at least 95%
again, don't build when readiness is 99% or 100%
4) keep on attacking and attacking make sure that you do it approximately
like this: attack two times, build 3 turns, attack two times build three
turns…
5) after you've done 6 standard strikes (and thus used 30 turns) switch
to doing 5 planned strikes to get the acres really up, and build on them
afterwards
6) when you have problems with readiness or when you're not
landslim anymore start making CS again, you never have enough
CS