Post by Charra on Oct 2, 2015 21:28:50 GMT -6
Here we go.
-Take the military option, at your level raids are your biggest worry and you need the troops and training to fend them off
-Spend any leftover cash on mines. Oil wells and exploration will come later (note: if you're not in the middle east you're better off not making a whole bunch of oil wells, they will become paperweights later in the game due to oil exploration prices rising)
-Sell what you get and buy more mines or wells, keep in mind that if you have a factory they require 1 oil and 1 raw material to produce a manufactured good every turn, if they aren't supplied with 1 of each they wont produce anything, factories give +1 to growth
-Find the nearest inactive (characterized as any nation in an alliance who is over or at 60+ hours offline) or any alliance-less nation (these are free game 24/7), preferably one with finest of the 19th century and standard training, this will be your easiest first target, click the declare war button below the communique box toward the bottom of the page
-Attack that nation, once you defeat them it will boost your GDP and give you extra territory to build on
-Turn changes are at 12am and 12pm CST, one in-game month is approximately one 12 hour turn, you can launch attacks only once per turn
-Land offensives cost weapons, you will need to replenish these by spending relation points on buying them from the US or USSR (we'll cover that in a minute)
Do's
-Build military, try to keep training at elite (81+) raid alliance-less or inactive (60+ hours offline) people near you, you'll gain extra resources and land/GDP
-Pick US or Soviet alignment in the foreign tab, once relation points start to roll at the turn changes buy planes and weapons, once you get about four levels of air force you should be okay for a while
-Use extra resources to build factories, the first two are easy
-If you gain enough MG's after two factories to produce a ship then go for it (it requires two factories to make ships), it will give you an added advantage to kill 2k troops per attack
Do not's
-Do not produce chems, at your level you absolutely don't need them, if you do produce them you should try progressing only once per turn, do not spam it because chemical weapon progress will reduce your reputation, once you hit red reputation like pariah, mad dog or axis of evil you are at risk of the UN rumpstuffing your nation down to 9k troops in a reset, at which point your nation is vulture food for raiders
-Do not attack people with superior technology or air forces, you'll lose 9 out of 10 times unless you pray to Shrek
-Do not de-conscript all your soldiers to gain growth, someone will notice your tiny military and you'll be plundered in a single turn before you can even react, costing you GDP, land and 1/3 of any resources you hold at that point in time
General notes
-As your stability rises so will your growth, you'll gain growth from green stability which is effected by your approval and quality of life
-Approval should be at decent or above, anything below will add negative value to your stability
-Quality of life should be at average or above, anything below this will negatively effect growth. However, if your approval is high you'll gain +1 enough to counterbalance any negative effect of QoL, once it drops below impoverished is when you'll really need to begin worry about QoL
-Try to refrain from raiding anyone we hold an MDP (mutual defense pact) with unless they are verified at 60+ hours offline
-Please for the sake of my brain cells don't raid your own alliance members for any reason
-It helps to take a screenshot if you decide to raid someone over 60+ hours, it will save leaders and officers a lot of headaches should they come back online mid-war and their alliance begins to grumble about reparations (we don't pay these for inactive raids so a screenshot will go a long way in avoiding some idiotic escalation)
Pact abbreviations:
-MDP = mutual defense pact
-ODP = optional defense pact
-NAP = non-aggression pact
-OAP = optional aggression pact
-MAP = mutual aggression pact
Sometimes you'll see combinations like MDOAP, these are pact enhancers.
Tech levels in order
19 century
WW1 surplus
WW2 surplus
Korean war surplus
Vietnam war surplus
Almost modern
Persian Gulf War surplus
Advanced
Future
This should get you through the first stages of your bloc adventure, once you're over this stage you'll be experienced enough with the mechanics to hopefully get your bearings, I hope it helps.
If you have further questions ask Charra or one of the officers as we've all been here a while, posting in the BAMF alliance chat located in the tab marked "the alliances" will also normally snag you a quick response to any question you may have.
-Take the military option, at your level raids are your biggest worry and you need the troops and training to fend them off
-Spend any leftover cash on mines. Oil wells and exploration will come later (note: if you're not in the middle east you're better off not making a whole bunch of oil wells, they will become paperweights later in the game due to oil exploration prices rising)
-Sell what you get and buy more mines or wells, keep in mind that if you have a factory they require 1 oil and 1 raw material to produce a manufactured good every turn, if they aren't supplied with 1 of each they wont produce anything, factories give +1 to growth
-Find the nearest inactive (characterized as any nation in an alliance who is over or at 60+ hours offline) or any alliance-less nation (these are free game 24/7), preferably one with finest of the 19th century and standard training, this will be your easiest first target, click the declare war button below the communique box toward the bottom of the page
-Attack that nation, once you defeat them it will boost your GDP and give you extra territory to build on
-Turn changes are at 12am and 12pm CST, one in-game month is approximately one 12 hour turn, you can launch attacks only once per turn
-Land offensives cost weapons, you will need to replenish these by spending relation points on buying them from the US or USSR (we'll cover that in a minute)
Do's
-Build military, try to keep training at elite (81+) raid alliance-less or inactive (60+ hours offline) people near you, you'll gain extra resources and land/GDP
-Pick US or Soviet alignment in the foreign tab, once relation points start to roll at the turn changes buy planes and weapons, once you get about four levels of air force you should be okay for a while
-Use extra resources to build factories, the first two are easy
-If you gain enough MG's after two factories to produce a ship then go for it (it requires two factories to make ships), it will give you an added advantage to kill 2k troops per attack
Do not's
-Do not produce chems, at your level you absolutely don't need them, if you do produce them you should try progressing only once per turn, do not spam it because chemical weapon progress will reduce your reputation, once you hit red reputation like pariah, mad dog or axis of evil you are at risk of the UN rumpstuffing your nation down to 9k troops in a reset, at which point your nation is vulture food for raiders
-Do not attack people with superior technology or air forces, you'll lose 9 out of 10 times unless you pray to Shrek
-Do not de-conscript all your soldiers to gain growth, someone will notice your tiny military and you'll be plundered in a single turn before you can even react, costing you GDP, land and 1/3 of any resources you hold at that point in time
General notes
-As your stability rises so will your growth, you'll gain growth from green stability which is effected by your approval and quality of life
-Approval should be at decent or above, anything below will add negative value to your stability
-Quality of life should be at average or above, anything below this will negatively effect growth. However, if your approval is high you'll gain +1 enough to counterbalance any negative effect of QoL, once it drops below impoverished is when you'll really need to begin worry about QoL
-Try to refrain from raiding anyone we hold an MDP (mutual defense pact) with unless they are verified at 60+ hours offline
-Please for the sake of my brain cells don't raid your own alliance members for any reason
-It helps to take a screenshot if you decide to raid someone over 60+ hours, it will save leaders and officers a lot of headaches should they come back online mid-war and their alliance begins to grumble about reparations (we don't pay these for inactive raids so a screenshot will go a long way in avoiding some idiotic escalation)
Pact abbreviations:
-MDP = mutual defense pact
-ODP = optional defense pact
-NAP = non-aggression pact
-OAP = optional aggression pact
-MAP = mutual aggression pact
Sometimes you'll see combinations like MDOAP, these are pact enhancers.
Tech levels in order
19 century
WW1 surplus
WW2 surplus
Korean war surplus
Vietnam war surplus
Almost modern
Persian Gulf War surplus
Advanced
Future
This should get you through the first stages of your bloc adventure, once you're over this stage you'll be experienced enough with the mechanics to hopefully get your bearings, I hope it helps.
If you have further questions ask Charra or one of the officers as we've all been here a while, posting in the BAMF alliance chat located in the tab marked "the alliances" will also normally snag you a quick response to any question you may have.