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Forum Little Upsilon How Can I Turn A Backwater Into A Superpower? (Little Upsilon)

How Can I Turn A Backwater Into A Superpower? (Little Upsilon)

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Poison Sonata (Little Upsilon)

All worlds
09 Jun 2011 04:34Link
Hi everyone, I'm new to this game and I had a few questions. I'm the leader of a little coastal country, surrounded by a 2-nation empire racked with economic problems, so for the moment they aren't a concern. I want to have an empire of my own in the future, and the only way I can see that happening is going across the oceans.

My questions are: How would I go about building up a fleet able to conquer C3's across the seas? What should my economy be like before attempting this? Lastly, I noticed that LU seems to be in some sort of economic... disaster. How will this affect my small country?
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white darkness (Little Upsilon)

All worlds
09 Jun 2011 04:47Link
To your questions:

#1: Don't know.

#2: The more profit per month the better. 30 billion a month is chump change.

#3: You may notice some shortages halting corporation production. Don't sweat the FMU shortages for now. Otherwise, the only other issues are delays in deliveries for some things.
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Accordion_This (Little Upsilon)

All worlds
09 Jun 2011 07:23Link
Poison Sonata, I'd suggest following the instructions on the Church of Simcountry website (google Church of Simcountry) to get your country in order. Don't worry about building a navy right now - focus on your economy by building corporations, inviting CEOs to build corporations, and investing in infrastructure. Once you're earning a lot of money, build an air force or a navy and use it to conquer a C3.

I'd also suggest joining a federation. If you're a full member or planning to become one, IDC (Independent Defense Coalition) can help and guide you as you work on becoming a top President.

It may be worth it to create a CEO to increase your income. If you do, remember that the best way to make money is to build more corporations.

Lastly, if you ever need any tips on economics, send a message to Money Incorporated or The Republic of Brutillius and I will be happy to help you. Good luck in your in
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NiAi (Little Upsilon)

All worlds
09 Jun 2011 08:19Link
Accordion gives good advice.
Learn from the Soviet mistake of keeping CEOs out and overspendning thru heavy military. US might be marshing into a smiliar fate with extreme overspending on the military.

Best is to first build a stable economy before building a military, but if you play your cards right you can begin military conquest quite soon. A 60b positive cash-flow (from profit) is enough to expand military. Keep in mind however that buying ammo and using em drains your cash stockpile heavily so have a few trillions to spare before starting your military plans. Also, rebuilding a conquered nation costs alot too.
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Accordion_This (Little Upsilon)

All worlds
09 Jun 2011 16:09Link
"Accordion gives good advice."

This is why everything needs a like button :P
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Poison Sonata (Little Upsilon)

All worlds
09 Jun 2011 19:08Link
Thanks everyone for the advice. Sadly I already purchased an Aircraft Carrier and some Attack Boats/Destroyers before you all responded. Thankfully the effect on my economy isn't noticeable, and I'll probably deactivate them for the moment (I know, noob mistake).

I plan to let CEO's in once I get my tax rate to 0 (It's at 18% right now) and I have enough workers for them.

This economic thing is kind of interesting. So far my corporations aren't selling all of their goods, and I'm thinking of using the Local Market so they can have assured business. Is this a good idea?
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Accordion_This (Little Upsilon)

All worlds
10 Jun 2011 01:54Link
Not really. Think of it like this:

You buy $10 of supplies from the world market (-$10 to Poison Sonata's account). You then make those supplies into $100 of household products which you sell to your country. You pay $100 to your corporation for the goods and then the corporation pays you $80 in profit transfer. So, after all that:

- You lose $10 to your supplier.
- $20 of your country's money goes to your corporation.
- The net outcome for your account is that you lose $10.

You're better off trading on the world market; in the above situation, you would've added $90 to your account in that bout of trading. There are other reasons why world market is better than local market (to do with quality) but I don't think I really need to explain them - suffice to say that it's better to take other people's money than to move about your own.

As for CEOs - allow them immediately.
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rep (Little Upsilon)

All worlds
10 Jun 2011 20:37Link
Accordian's advice is good, and economically sound.

If, however, you are thinking of your country "score", (which isn't something you need to worry about a lot until the time comes when you want to compete for the monthly GC awards) then selling local will improve the country score.

Or, if you have a lot of time on your hands and can be online once during every monthly cycle, you can do this:
Contract your products to your country (improves your score) then manually sell the products on world trade each month.

Warning! If you are a free player this will NOT work, because to make it economically feasible you have to use "fixed price" when selling; free players can only use best price.

It's a bit complicated and takes a LOT of work, but if you have decent quality products it can be profitable. What I do (in general) is set my corp trade strategy to +20, contract i
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Skandar (Little Upsilon)

All worlds
11 Jun 2011 09:58Link
@rep: "What I do (in general) is set my corp trade strategy to +20"
Products sold via contract are sold at market price so won't be affected by the trade strategy.
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rep (Little Upsilon)

All worlds
11 Jun 2011 19:50Link
Well, that's interesting, and I didn't know that.
Appreciate that info, as it basically means I was just lucky in the choice of corps I built in-country.
And it means a total realignment of my thinking process. Thanks a LOT!

/me snickers