From the DAK Forums:
Basically indies produce military. They keep industrial zones only, except for the construction sites. You should have at least 100 construction sites during the start. Then gradually get more as you see fit. It's a good idea to build construction sites if you need to regain readiness.
You should not keep any other buildings (except if you use the startup posted in the other thread). When you landgrab and gain other building types, you should destroy these, and build industrial zones instead.
Industrial zones produce military. Since you only have industrial zones, you'll produce a large quantity of military, but no food and only a tiny amount of money. You will therefore need to sell a portion of your military to get enough money for upkeep, upgrades and food. You'll quickly get an idea of how much to sell. If you're not sure, it's better to sell too much than not enough. It's also a good idea to keep an extra stock of money in the personal bank.
Make sure you upgrade the military you're going to use to level 8. This is infantry/tanks (we haven't decided what this nation will use yet), AGMs/Jets (your choice. Unless you're in the top 10, jets are recommended), Ships and optionally spies. You should have some spies, but it's your choice whether you want to upgrade them or not.
Except for this, indy is about making lots of landgrabs and getting lots of land. You can find more info about this in other threads. Make sure you only attack with standard attacks though, and you're only allowed to attack each target twice during a period of 36 hours.
The basic Dak indy startup:
set tax to 50% and production to 100% infantry
build 2 construction sites (turn 1-2)
build 36 farm zones (turn 3-8)
build 62 construction sites (turn 9-70)
explore 1 turn (turn 71)
build 10 construction sites (turn 72-81)
explore and build industrial sites 81 turns (turns 82-162)
destroy farm zones and build construction sites (turns 163-198)
Sell all military at the market.
Save up turns.
upgrade tanks (or infantry) to level 4 and set production to 100% tanks. Grab
JamesWheel Indy start up according to FED:
Step 1: The Startup
* Set your state tax to 50% (State Setup).
* Set your production to jets, bombers, and AGMs (percentages are up to you)(State Setup).
* Build 74CS.
* Build IZ, expand, repeat.
* Stop at 1.000 – 1.100 land.
* Build CS until turn 198.
* Turn 198: sell all units.
Step 2: Leaving protection
* Stay at turn 199 until you have 100 turns.
* Switch production to: 100% ships.
* Upgrade tanks to level 4
* Set your production to 1% spies, 85% tanks, 4% jets (or AGMs), and 10% ships.
* Start grabbingStep 3: Keep Going
* Continue grabbing.
* Upgrade infantry, ships, AGMs, and spies (in that order).
Angs strt up:
Step 1: The Startup
* Set your state tax to 50%.
* Set your production to 100% infantry.
* Build 59CS.
* Build IZ, expand, repeat until you have 1.000IZ.
* You will run out of food, so sell just enough on the BM so that you can play up to turn 199.
* Build CS until turn 198.
* Turn 198: Sell infantry on the PM.
Step 2: Leaving protection
* Stay at turn 199 until you have 150+ turns.
* Upgrade tanks to level 3 or 4.
* Set your production to 100% tanks.
* Grab until your last 20-30 turns.
* Set production to 100% infantry.
Step 3: Keep Going
* When you can, sell all infantry on PM, set production to 100% tanks, and upgrade them to level 8.
* Set production back to 100% infantry.
* Sell tanks for upkeep costs.
-T-s start up:
Step 1: The Startup
* Set your state tax to 50% (State Setup).
* Set your production to 100% infantry (State Setup).
You are going to upgrade tanks, so you need to produce something else, otherwise the upgrade cost for the tanks will be very high. You should always sell all of the type of unit you want to upgrade before starting to upgrade it. Make sure to set production of that unit to 0% before selling. Infantry have the lowest upkeep cost, so we will use them for the startup.
* Build 59CS.
Building Construction Sites will result in a higher BPT (Building Per Turn) - you can build more buildings per turn.
* Build IZ, expand, repeat.
You are playing industrialist, so you only build IZ & CS. WoW is built so that you will get the highest NW by playing a pure strategy (only having buildings that go with the strategy).
* Sell all infantry just before you run out of food.
You will loose 5% of everything if you run out of food or money.
* Buy 30.000 to 50.000 food.
* Build IZ, expand, repeat until you reach turn 134.
* Turn 134: Build 60CS.
You may need to expand while building CS. This is taken into account in the turn numbers.
* Turn 198: Sell all your infantry on the PM at $285-$293.
If you sell at too high a price, your infantry will take a long time to sell. Sell too low and you are wasting money. $290 is normally a safe price if you play your turns right away when the set starts. You need about $100M-$110M when you leave protection. You will need more if you leave protection with more turns.
Step 2: Leaving protection
* Stay at turn 199 until you have 130-150 turns if you plan to be very active the following 24 hours. Otherwise, wait until you have 200-250 turns.
* Switch production to: 5% spies, 85% troops, 5% jets, and 5% ships.
The reason for producing spies, jets and ships this early is to protect against suiciders.
You can produce AGMs instead of jets, and it is recommended if you think you can get into the top 10. You can use Jets in offence, but not in defense. You can use AGMs in defense, but not in offence.
* Upgrade tanks to level 4.
* Set your production to 1% spies, 85% tanks, 4% jets (or AGMs), and 10% ships.
The goal is to have 50k each of spies, ships and jets (or AGMs). Use these percentages until you have reached the goal, and then set your production to 100% tanks.
* You need to start grabbing as soon you leave protection.
Destroy all buildings that you gain in your grabs that are not IZ or CS. Then build IZ in their place. Build IZ in multiples of BPT, so that you don’t waste any turns. If you are not at 100% readiness after building these, build CS until you reach 100%.
Step 3: Keep Going
* Continue grabbing.
* Upgrade ships, jets or AGMs, and spies (in that order).
Nations
[usa] x 48[wlf] x 8 [want] x 3 [tng] x 1 [NS] x 8 [px] x
1 [HuuF] x 1