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Democratic Casher

*you can use the monarchy start instead of this one*

Step 1:
Starting Your Country (Almost same as step 3 in the training program)

BEFORE PLAYING TURNS: Start off by going directly to the country management and changing taxes to 33%-35% (whichever you like best).

Then, switch production to 100% spies. Then switch your government to Communism. Next, go to purchases and sell your 100 troops. For your first turn, build 5 industrial complexes. Now, sell your spies that you made in the purchases menu (this will give you money AND keep your upkeep down).
Next, build 4 CS, so that your buildings/turn will go up by 1. Sell your spies. Then build another turn of ind. Sell spies, Build ind. Keep selling spies after EVERY turn. This will keep your upkeep down. Keep building CS and ind ONLY, your spies will pay for your building costs. When you run out of land, explore for 1 turn only, this way you keep your land costs and building costs down. Remember to sell your spies after you explore. When you start running low on food, build a couple farms, you wont need many, just to keep you from running out of food. Repeat this until turn 75. At turn 75, switch your industrial production to 100% turrets. Sell all your spies.
Keep building CS and ind as usual, but DONT sell anything in between turns! You also need some oil for the early landgrabbing, but not that many, so build about 20 to 30. Now you're building up a strong turret defense and once you come out of protection, practically no one will be able to break through your defense. At the end of the day that you come out of protection on, sell all the turrets you can on the public market (don't sell in the purchases).

Step 2: Out Of Protection.

You have a very good turret / troop(depends which start you used) defense, but aren't in the top because there are lots of people who explore too much and have high networths. No one will try to attack you anyway cause you're not landfat. You need to start getting land more efficiently now. Once you're at about turn 125, switch your production to 50%/50% turrets and jets/troops (whatever you want). Just keep building CS and ind (buy your food and barrels, don't bother with farms or rigs), but once you have a good amount of jets or troops, start landgrabbing land. Just look in the scores and hit top demos or republics with tons of land. They are sure to have barely any defense and you will get loads of land from them. And stay away from those dictators.
Vary your production of jets and turrets depending on what you need more of. If you need more money or defense, get more turrets, if you need more jets/troops to LG, then get more jets OR troops. Remember to sell your turrets at the end of your turns for money the next day! Start getting allies now, only offensive and defensive though, fill all your off/def slots with good allies! After you have 1500 ind, its time to move on to the next stage...

Step 3: Tech Phase

You have a good turret defence and can landgrab fat people for land. You are off to a great start but for later, to make your cashing efficient, you're going to need lots of tech. As in all strats, there is a weak step, this is the one. Throughout this stage you wont be producing enough military to keep up with the other industrialists, so take your time choosing good landgrab targets, cause every loss will hurt you badly when you lose jets.
You will probably need to up your jet production to be able to landgrab easier, but you will be weak on the defense, but that shouldn't be a problem because you should be pretty land skinny. If you have really nice allies, see if you can get them to send you some jets or turrets during this stage and promise to give them some help later in the game, it will be worth it.
Start landgrabbing a lot now and build ONLY labs and cs (buy your food, don't build farms for the rest of the game!).

You are going to need lots of labs, so grab lots of land and keep building. Keep producing jets and turrets only through your industries and sell turrets at the end of the day. After you can research at least 400/turn, try to find a good tech ally to ally with you until this stage is complete, you can do little bits of research when you are low on readiness. Start by researching Business and Residential and Weapons tech only. This way your cashflow won't go down and you can more easily attack people (due to higher weapons tech). Eventually you should be able to research about 700-800 tech per turn Leaning towards the 800, surpass it a little. This is when you want to start researching a lot more than before. You will need to get your Residential and Business tech to at least 180% each (although it's even better to go for 184-185% this early), weapons to 140%, and get a little research in military to bring it to about 90% and some in medical to bring it to 90%.

Once you have these percentages, you have what you need, now you can move on to the switch, or spend another 2 days (VERY max) research in one of these categories, depends, but if you do start with Warfare, Conditioning and SDI. Although this is optional, warfare might be great for more missiles every time number of turns, conditioning for attack in war times and SDI as the defense against missiles. :-) But spend 2 days max on this, then MOVE ON. Do NOT research anything in these categories: Agricultural and industrial, the spy category isn't needed now also, you can leave it alone.
After you have achieved these percentages, cancel any tech alliances you have (if you have any) and sell all the turrets you can on the public (and maybe some jets too) so that you will have lots of money the next day.

Step 4: The Switch

This step will take one day, one and a half at the most! You have all the important tech you need now, so you need to switch to a casher. You should log on with lots of cash, which you will need to make your transition. Today will be rough in the ranks for you and you won't gain many ranks, if any. The first thing you need to do is to switch your government to Democracy, then set your industrial production to 100% spies, you need to start building up your spies, keep your production at 100% spies from now until the end of the game. Start destroying your labs and then building Ent and Res to replace them.
I suggest building ent/res in a 10 ent & 10 res, and keep this ratio throughout the game. You need to do this all in one day, dont bother landgrabbing anyone today. If you finish tearing down all your labs and putting up all your ent and res, then start tearing down your industrials until you only have 500 left. Replace these with ent and res as well. Destroy the industry in chunks so that you can produce more while you build. After all this is done, you are done your transition and move on to the next step.

Step 5: Heavy growing

Now you're a casher! You should be making at least 2mil/turn and losing around 40k food every turn. You should have ONLY ent, res, about 250+ CS and 500 ind, no farms, no labs, no military bases! Don't build any farms, you can afford to keep buying it and since you have no agr. tech, it wouldn't be as efficient. Now you follow a routine pretty much for the rest of your days until the end.


This strategy written by Locutus

others strategy - official casher
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