The Techer

Special thanks goes to the THC Strategy Center for providing a very in depth look at the many strategies available in Earth!

Key points:

1.     90% of all your buildings must be research labs. You get a bonus amount of tech per turn when you have 90% of buildings as labs, so this is a must. For example, if you have 1000 acres, you should have 900 labs, and 60 Const Sites, and maybe 25 res and 25 ent zones (just to take advantage of your residence and business tech.)

2.    A successful techer needs to spend 80% of his turns researching. Out of 50 turns, you should spend 2 turns land grabbing (one attack), and about 7 turns building. To do this you must have a lot of Construction sites. It is important to build your self up to at least 80 buildings per turn before actively teching, that why a teching strat usually follows the Indy strat which gains you more land and Construction sites.

3. YOU must have research allies that are ALSO actively teching. If you are organized properly, then you should all research the same types of tech on the same days. By doing this will get TONS of free tech from them. By researching the same things each day, you get even more free tech because what you get from your allies depends a lot on what you already have. If they research Weapons tech, and you don't have nay, you will get very little from them.

 

This is a very good strategy if done correctly. Your income is based on sales from tech. Build almost all research labs. As a techer you will spend most of your time researching, therefore it is very important that you don't waste your turns since it takes one turn to research each time. You should research bus/res at first, until they are nearly maxed out. since you can actually benefit from it while you're teching. Try to reduce the number of land grabs that you make (to save turns) while maximizing the amount of land you get per land grab, however this involves good land grabbing skills. the best idea is to do one large Planned strike a day. If you are doing it this way, than stay away from having offensive allies (unless you are worried about having extra power for retals).  You don't want to risk failing a land grab, so spying your enemy and making sure you can break his defenses is always a good idea. Specialization is EXTREMELY important for a techer since the amount of tech you can get per turn depends on your "lab to acres of land" you have. Therefore it is CRUCIAL to have 90% labs to have full efficiency on your land. The amount of tech to sell each day depends on how much money you want for your next day. If you feel that you don't need so much military then sell less and keep the tech for yourself. Near the end of the game, you should start liquidating all your tech except military since tech prices will drop drastically during the last week of the game. It is wise to start selling even b4 the last week to get the best selling prices. Stockpile the cash and spend them on military on the last couple of days for maximum NW.

A techer should have his industrial production set to 100% spies at all time. Since you will have very few industrial sites, this setting is perfect. All your military will be bought of one of the markets with the profits you got from selling your tech the day before. The last turn of every techers day is to sell some of his technology for a fair price on the public market. Be careful. If you price your tech too high, it wont sell and you will be unable to play your turns the next day.

The average Techers day goes like this:

*Log in and make sure your tech from the day before sold

* check to see that you have enough cash to play your turns today

*Look for a good land grab. You will only send jets on planned strikes, because you will need as much defense as possible to keep from getting grabbed yourself.

*Make your attack for the day, and build that land mostly labs

*Research 1 type of technology with all but one of your turns

* Sell some tech on the public market

*Log off and wait until next day for it to sell

*repeat.

 

 

Currently the best government to use with techer strats are Commies and Theo's, but any government will do.

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*check the THC strategy center for more details on playing a successful techer from a number of different sources