Simcountry
Forum Beginners Orbiter's Ramblings

Orbiter's Ramblings

J
Josias

All worlds
28 Jul 2013 03:37Link
its just that, not meant as anything other than a discussion.

first, i'd like to introduce you to a concept i'll refer to allot.

the rule of one thousand.

it makes long term estimation easy, as many things can change in the long term of sim country, that is 2+ years. any kind of ruff estimate is just that, and going into enth detail is pointless, when figuring the long term detail, how ever ruff estimates can certainly effect our direction.

so, here it is.

one rl day is 6 GM
one rl year, is 365 days, 2190 GM
half of that is 1095 GM or 6 months, you could figure it the other way, but the point is, 6 RL months is close enough to one thousand, that any GM profit can be converted to a 6 RL profit.

a country that makes 7B profit a GM, will make 7T profit in 6 GMs.

this also help estimate costs, a military upkeep of 35B a GM, will cost you 35T in 6 real life months to
J
Josias

All worlds
28 Jul 2013 03:42Link
manipulating military

many ways to manipulate your military ranking, but i was always a no gimmick type guy. so i'd figure what i wanted for garisons, and air defence, and go from their. i could always maintain my military at 50% the cost of others, by keeping gov salaries low.

by keeping goverment salaries low, it lowers the biggest cost of the military, that is the soldiers and officers. ofcourse i had to lower corp salaries to match, but the lower production was greatly outwieghed by the savings in military, gov, education and health savings.

also, make sure to buy 120Q military supplies and services, this will further reduce your military costs.
J
Josias

All worlds
28 Jul 2013 03:54Link
a good garrison trick

put up garrisons of just light tanks and light artillery. and buy high quality ammo, the monthly use of ammo by your garrisons will draw allot of supplies, drawing high Q ammo through your supply units, raising the supply units, and all ammo transfer quality.

you could even buy cheap LQ ammo for your d batts, add them to you garrison, and eventually the HQ LT/LA ammo will increase your gar Q. works wonders with NDM
J
Josias

All worlds
28 Jul 2013 03:55Link
buy HQ weapons, only.
J
Jacktastic

All worlds
28 Jul 2013 18:17Link
thanks for sharing your knowledge josias these are the types of tips that the newer players need and appreciate. Im very glad to see vets like your self helping others and giving back to the game. i think it will be good for the game in the long run.
J
Josias

All worlds
29 Jul 2013 03:07Link
thanks muchly jack

i'm wanting to talk more about salary manipulation

because their is more to it than that.

first off, i say go low salaries, i have to first say that the GM recommended is 300-500 for corp salaries. corps are most productive, according to them, and most players go high salaries, the 300-500 range.

my theme is 100/120 for gov and corps.

if you looke at a corp, the 2 highest costs, are wages, and material. by lowering your salaries, it will save cost, both in salaries, and material cost. if you are spending allot on raw material, this could improve your over all profit, by reducing cost over the lost production. by following this concept, naturally, your gov sals of 100 compaired to 226/300 greatly reduces military cost, maening the lower production is out weighed by the lower cost in gov, health, and education.

you replace higher corp taxes for the lower population income
J
Josias

All worlds
29 Jul 2013 03:12Link
their is a trade off, your welfare index will be a bit lower, you'll have less population contributions to health, education, and income tax. also lower contributions to the investment fund.

High Tech Seniors, the bulkiest pay range is HTS. they are the meat and potatoes of your economy. Over all, they command the largest percentage of the salaries. and because of their high pay rate, account for the largest portion of the very things i mention above. so by building allot of AQU, WQU, Solid missile fuel, and shuttle corps. they use TONS of HTS, building these corps can some what compensate for the lower salaries, or augment a high sal country

Also, they will help with country supplies
J
Josias

All worlds
29 Jul 2013 03:42Link
my current test is to see if lowering the life expectancy of my population, means i'll need a higher education priority for things like Exectuives. because they are older anyways, shorter life spans would mean a shorter career. thats the theory anyways.

kinda trying to feel out the effects of a low health index, in relation to my education needs.
J
Josias

All worlds
30 Jul 2013 03:18Link
raid buy transfer

you can transfer considerably more into a country, than you can buy, instead of buying

in a pinch, you can take over a bunch of C3s, and buy a ton of stuff, and transfer

a better way, with some planning, you can set up stock piles of ammo in your countries. and slowly fill in your defense, to match your country size, and ability. if something happens, you can manually sell weapons from your ceo, (that you can stock pile with out upkeep or manpower cost,) then transfer to the countries in danger.

i like to keep my odd ball stuff in my main country, attack destroyers, and attack torpedoes, seal units, these things can make a nasty surprise for some one, but it doesn't always work, so i only need one set for my entire empire, things like that i'll put in my main. and plan on transferring them as needed

shuttles bypass spending space entirely, and allow you to barrow defense fro
J
Josias

All worlds
30 Jul 2013 05:02Link
scouting

when determining what to put into your garisons. pick you most likely enemy, for lack of an actual enemy, locate the most military powerful country near you.

when looking at that countries home page, their are some things to note. note the financial rank, and the war rank. consider it in comparison to yours.

click on that countries employment link, and at the bottom, it will display the soldiers and officers of the country. if their war rank is lower, (better,) than yours, and you have the same sized military, they have a heavier defense. if they have the same sized army, but higher, (worse,) war rank, they have a heavier offense. by relative comparisons, you can gauge the relative strengths of 2 countries.

also something to note, is how many unemployed MLM and LLWs works they have, as well as their education priorities. it will give you an idea of what they are doing. and what they
J
Josias

All worlds
30 Jul 2013 05:22Link
garrisons

allot can be said, because it also invites an offensive discussion. how ever to simplify...

if you have allot of state corps, when in a sudden dire state, you can set all your corps to 10% hiring. This will reek havoc on your country. it will be difficult to rebuild. how ever, it will take like, what 5ish? hits to equal the war index damage, than before. this works because when a factory is destroyed, it kills a percent of the people in it, if the corp is at 10% hiring, you're talking 10% the pop damage. and you can put minimal garrisons into them, to block painting, and give your opponent a head ache.

also, it will free up allot of officers and such, allowing you to just amass a huge army. again, this will destroy your country, even if you win.
J
Josias

All worlds
30 Jul 2013 05:35Link
Light Tanks, and Light Artillery, LT/LA tear apart their offensive versions, HT/HA. Make 10-15% of the weapons in your garrisons LT/LA, will rob your opponent of cheap ground assault.

DMB, Defensive Missile Batts, are the only garrison weapon that shoot the main ground offensive weapon, Mid Range Missile Batts, MRMB

AAMB, Anti-aircraft missile batts, are the only weapon that shoots the main air unit, Precision Bombers, PB

MIB, Missile interceptor batteries, greatly reduce the effectiveness of navies, slowing them down long enough for your DMB to hurt them. And drain ammo. They also, combined with DMB, do a number on MRMB.

Nuke defense can be shot by Stealth Bombers, so 10 NDB per garrison, with 50+ missiles, in your capital, cities, and all miltiary bases, and airports.
J
Josias

All worlds
30 Jul 2013 06:12Link
you can set up garrisons with just LT/LA, and one of each the other d-set batts, and when war comes, you can change the blue print, and it will adjust all the garrisons.

factories are the most likely to be sneak attacked, those and bases/airports. putting in some DMB/MIB in peace time would be prudent

the more units you have, the slower their war page will load

set up, your air defense, and upgrade them. also, set up your supply units, and don't cheap out on ammo. but don't upgrade supply units ammo, its a money pit, and yes, use light tanks for your supply units, with max q ammo, it will eventually upgrade your entire army.

use the map control to move cities, and other vunrable targets away from dangerous borders. if you factories don't have garrisons, move them away, if they do, spread them out. spread our your bases, and with your forts, spread them out, with a focus on the most dangerous borders. i l
J
Josias

All worlds
30 Jul 2013 06:18Link
i think thats most of a basic defense, but i could be missing something
J
Josias

All worlds
31 Jul 2013 03:24Link
i remembered that i forgot something, but i forgot

their is some random military stuff that needs to be said.

if you run out of military services, all but one of your supply units will stop, even if you can see the supply unit, and it has in it the weapons and ammo you need to resupply, and win.

makes sure to have plenty of mulitary supplies, and services, make sure to have at least 65 games months of each, at minimum 120Q, to save on military upkeep. do not contract these to yourself

trucks, set your purchase goal to 5M trucks, and buy 1-10K a GM, depending on how much you can afford, and every so often, just purchase a bunch. you'll want 2M min, in case of war. 10M isn't really outrageous. 5K trucks per game month, should be 5M trucks in 6 RL months.

aircraft fuel, and gasoline, same as trucks, make sure to keep a good stock pile, 500M tons of AF, and 200M tons of Gasoline, should be enough, an
J
Josias

All worlds
31 Jul 2013 03:51Link
further war preparation

When talking a country, their are 3 main parts

Air Defense
Painting
Garrisons/Targets

Air defense is interceptor wings, and helicopter wings. interceptors shoot at things in the sky, helicopters shot at thing on the ground, or sea.

Their are for main types of assualt.

Ground
Navy
Air
Missile

Using ground, MRMB combined with OAAMB Offensive Anti-Aircraft Missiles, are used against an undefended, or weak target, to "attack defense," repeatedly, until the helicopters fail to respond. When this attack is made, the DH will shoot at the harder to hit MRMB, while the OAAMB have there way with the DH

This allows for ground, missile, and some of the navy weapons to attack with our the countries air defense, even if the interceptors are still available.

For air, PB combined with Fighters, a BF unit, do the same thing. The interceptors
J
Josias

All worlds
31 Jul 2013 03:58Link
currently i'd recommend keeping up some air defense during peacetime, and max up grading, you can add more later, and still have a strong quality.

20 Interceptor wings
10 Helicopter wings
5 Stealth bomber wings

set to max upgrade. focus more on the weapons than the ammo. if need be, you can dismantle them, double the number of weapons, and recreate twice as many, while still maintain a very good quality. although it will send you into negitive ammo (because your supply units will try to bring the ammo levels in each unit up to the default, not because you don't actually have ammo,) so double check to make sure you have the right ammo quality set in your purchase strats. buy the best quality you can afford.

I also recommend keeping up some offensive units, with the same ideas.

2 BF units
2 PB units
5 MRMB only units
5 MRMB/OAAMB units

because of cost and relative size, y
J
Josias

All worlds
31 Jul 2013 05:00Link
to say it again, buy LT and LTA of max q for your supply units, as your country back purchases ammo, it'll average with the HQ of the supply units, before being put into your units.

this way, you can double the number of existing units, and still maintain a high quality. how ever, this takes time to prepare, which is actually pretty cool, if you think about it, prepared defenses gain large bonuses.
J
Josias

All worlds
31 Jul 2013 06:47Link
somebody else is free to add some navy stuff, thats kinda the area i lack in, shrug, but next i'll probably do some tactics stuff.
J
Josias

All worlds
31 Jul 2013 20:21Link
First thing to know, is effective ranges. for bombers, and all (O) missile batts, about the mid range, is the most effective.

main thing about that, fighters, max range is 3k, the mid range, 1500, is their most effective. planning on using BF units at the 1200-1500 range will make your BF units their most efficient.

to make the best use of this, you can declare war on a C3, at the approriate range to you enemy, drop and RDU, Rapid Deployment Unit, and when it finishes setting up, it will create an offensive airbase in that location, that you can create air units on.

this allows a couple of things. if they are outside your 3k fighter range, you can drop RDUs, and fight from a closer range. if your countries are 2200 away from each other, and you set up RDUs at the 1200-1500 range, you'll have an advatage shooting at the closer range, while the bad guy is stuck at a less efficient range.

These remote
J
Josias

All worlds
31 Jul 2013 20:34Link
an aside point, when some one decs you, their is a 48 hour waiting period, much of what i've said, isn't practical to set up, or figure out in that time, some of what i've said is meant for that 48 hour period. its best to be prepared, and as much set up done, in peace time, as you can afford.

it really stinks, when your fighting for your life, and you go to set up units, just to find out you've ran out of trucks. a little preparation will save your a$$
J
Josias

All worlds
31 Jul 2013 21:07Link
sneak attacks, and bases

each country get 2 sneak attacks per GM. you can take over a C3, transfer in cruise batts, and missiles, and make your sneak attack.

if you destroy all of their offensive military bases, they can not launch cruise, or convential missiles at you. if you destroy their strat bases, and airports, they can not use nukes. (i don't think that will stop nuke subs, tho, not entirely sure on that one)

it is 2 your advantage to use C3s to knock out their strat bases/airports, in the few hours before war starts, (near the end of the 48 waiting period.) Helis, and Garrisons can completely prevent this, so if your opponent, (or yourself,) have set up proper defenses, this tactic is useless.

these bases will recover each game month, so you may have to repeat the process, but once war has actually started, you can use non-sneak attack methods.

doing allot of construct
J
Josias

All worlds
31 Jul 2013 21:28Link
Precision Bombers

in the air, Precision Bombers, are the best. Infact, they are the best overall weapon. They do allot of damage, and have allot of staying power. After you've destroyed their interceptors, use air units of just PB, to strip their targets of garrisons.

for destroying targets, bombers are good against cities, and factories, bases, and fleets. against forts, they use allot of ammo. be ready for a pure bomber assault to cost allot in ammo.

if you also clear the DH, after the interceptors, you can clear garrisons with PB, then use cruise, conventional, or ground to finish of targets. its much cheaper that way, but it takes longer, to switch weapons, and time can be a fleeting resource.

bombers do not hit tanks, artillery, jeeps or armoured vehicles. neither the offensive or defensive versions. if they have LT/LA in the garrisons, and your trying to save PB ammo, you'll need a second atta
J
Josias

All worlds
31 Jul 2013 21:45Link
Heavy Jeep Assault

This is really more of a joke, but it is a tactic i've used successfully several times.

Create allot of HJ units, allot. and when war starts roll them over the border. When you make an attack, you'll loose your unit. But the idea, is to run them out of ammo, so that their Helis can not resupply.

When doing this, make sure to put several purchases out for defensive heli missiles, that way, your competing with the bad guy trying to restock his DHM.

check the quality of his supply units, if they are poor or mid-range quality, this will have a dramatic effect on the resupply. So a heavy wave of jeeps can reduce the effectiveness of the bad guys DHM.

how ever, most the time, this is only works as a surprise, considering that it is easily countered, with ground units (counter attack,) and transferring HQ ammo from another country, or use of space shuttles.
J
Josias

All worlds
31 Jul 2013 21:53Link
If a country is close range, I.E. border country, or under 1000, you must have a ground unit with in 35 of the target, as a spotter, or your airforce will operate at 25% effectiveness.

SF are perfect for this

i recommend maintaining 20 Military Tranport Units in peace time, and keep a reserve of 5K MTA in your ceo