FARMER
Key Points:
1. 90% farms. All your cash , military and tech will come from the sale of food. So almost all of your land should be farms.
2. Keep your agriculture tech up near the max. This one is obvious. For every point below the max that this tech is set at, you are losing possible food, which means possible sales.
3. Play a dictator or a Tyranny. The farer is a powerful strat and is complimented with a powerful government type. DIC is the best choice because of the 20% military bonus. A farmer needs a lot of land, and dictatorships can hold a lot. Since you build food with every turn anyways, it is ok to take a bit longer to build CS, so the build per turn penalty you take with a dictatorship is almost negligible. Still make sure you are building at least 10 construction sites a day.
One of the best things about playing a farmer is that no matter what you do, you are producing food. Unlike the techer, where you must actually research a turn to get your tech, or the casher where the cash button must be used to maximize profits. The farmer just keep pumping out food, EVEN WHEN ATTACKING!
That being said, there is no reason why, as a farmer, you should not attack A LOT! Play a dictatorship, so you get the extra military bonus, and use it to do at least 4 successful land grabs a day. More is preferred. Make sure you are building 90% farms, a few Indy simply to build spies, and the rest construction sites. Keep your tech levels maxed, especially agriculture tech which will give you a 225% bonus on your farm production. If you get other buildings in your grabs, knock them down and build your farms. You have o use for anything else, and it will only hinder you. Farmer should rarely actually stockpile their food. It is better to do your stockpiling with tech, as a small change in the food market can really affect your cash flow. The farmer could very well be the best fighting country in the game. It provides better growth than an indy, and allows you to keep producing while you are fighting. Plus you can sell ALL of your food at once without having to hold back some like everything else.
Here is an average day for a Farmer:
* Log in and
make sure your food from the day before sold. If not, then make sure you
actually have money to play your turns, or else log out and wait.
*Make some good successful land grabs, building the land before you do another. Build farms with about 10 CS per day. Knock down buildings you get from grabs that don't match your buildings goals * Keep grabbing. The more land the better. * At the end of your turns, take your remaining cash and buy tech and military. ALWAYS do this last as you MUST make sure you have enough money to play through all of your turns * Sell your food for the average price on the public market *Log out and wait until next day for your food to sell. |
The farmer is just a great strat. You make food every turn, you get a huge tech bonus for it, and EVERYONE buys food except you. Be careful and make sure you watch the market closely. Farmers make their real cash when food is above $4 a bushel, below that and it might be a good idea to stockpile it. Farmers don't work well as starting strats because food prices are so low. Play an indy first until you get enough acres to make lots of food, and until the market price for food rises when the cashers and techers start doing their thing.