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Timeline

For those of you that have never played TEQ before, here's a quick overview about how a round on Team or Groupserver will work. Fightserver follows a diffrent style.

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Start Neutral Turns

At the start of your round you will be in neutral mode. this means you can't be attacked and can't attack yourself. You are completely safe. This neutral mode will last till you played 150 turns on team or 200 turns on groupserver. Then you will automatically leave neutral and be a possible target and aggressor.
Use this time to build up your economy. Get land and discoveries to raise your production and income. Don't bother to buy military yet, the costs for purchase and upkeep will slow you down and in the end you'll end up weaker then those who didn't buy it.

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Midgame, early

When you have played 151 or 201 turns on team- or groupserver you will be 'OON' out of neutral and now the game begins. You want to have as much income as possible because income buys military power. So you need to never stop growing land, but on the other hand you need to be able to defend it. A key feature of the early midgame is the construction of superstructures. These provide an additional bonus to your production but are very expencive. Many players decide to build them somewhere between 5000 and 10000 land, cause they get more expensive the more land you have. When they are done, you will want to grow as quickly as possible now: land is your friend!

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Midgame, late

When the struggle for land reaches a point where grabbing becomes very profitable. This time, usually after the 15th of the month, is the late midgame. Now defending your land is really important. rebuilding land is more cost intense then before. Some strategies need more land then others, but the top countries will all aim for 50,000 land or more. And the race to be there first! This is also the time of wars and market manipulation. At this time the prices will jump quickly up and done, this can easily screw your strategy up if you're not playing it safe!

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Endgame

In the last 48h of a round the neutral mode comes available again for countries that have acted peaceful for one complete day (24h without attacks). Many players hold back huge stockpiles of cash to buy a huge load of military in the last days. They do so to save upkeep costs during the round. So don't be surprised if you see the scoreboard change every few minutes on the last day!

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Strategy Overview

Some of the common strategies and the outlines of how to play them:

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Beacher and Solar Casher

This is the most basic strategy. Beaches and Solar Panels produce cash for your country. Those two buildings are linked so they work well with each other. Make sure you have enough SpaceMirror Discoveries to get the maximum output! And dont forget to raise the SolarEnhancement setting in your profile! These cashers have a strong start but lose strength during the round.

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Techer

Techers produce discoveries that enhance all parts of your country. They are very useful and can be sold for high prices. Techers need to spent their turns actively researching and can't construct buildings or attack while doing so. Many players chose to play Techer as a peaceful, landbuying strategy. Techers are vulnerable to SEALs so make sure you have your defences up early! Techers make their biggest profit during the midgame, when rapidly growing countries need new discoveries every day. It loses a little in the very last days of the reset.

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Baker

Every country needs bread to sustain their population and army, try playing a turn without food, people will not be happy! Part of your army will dessert you and people will go find a better country to live in! Other countries need to be careful with bread levels and consumption, a Baker provides the market with their surplus bread. A simple strategy on the face of it but controlling the market and forcing people to buy your expensive bread (especially in times of war) can lead to a vert strong strategy. Edit

Barracker

Barracks can produce Marines and/or SEALs. Marines make a good grabbing army as they are land units and SEALs are useful for stealing and have a huge variety of special ops, ranging from steal discoveries, to bribe military staff and even assassinate marines. All seal ops, if performed successfully are unknown, but get caught and you might land yourself in trouble! This strategy has often been played very agressively, with grabbing and sealing many people.

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Condominiums and Tax Offices

This strategy has many parallels to solar casher, since the product is cash too. Both buildings are linked, condominiums increase your population size in the country and tax offices help get more income out of the population, thus producing huge volumes of cash! While a weak start up due to limited population growth, this strategy has it's strength in producing it's own cash and not having to rely on the market to sell, but can manipulate the market in buying with it's superior buying powers.

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Steeler

By building Iron Mines, this country will produce steel. Steel is a valued commidity, especially for WFers who need to consume steel to produce their own units. Steelers also have a huge advantage in start up, since Superstructures require steel to be built, thus steelers can make their own superstructures quickly and also sell surplus steel to other people who want to build their superstructures.

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Cement Factories

Much of the game relies on growth, and all this growth needs building components to build land, while everyone is growing especially during midset, vast amounts of BCs are needed and huge sums of cash can be made. Not affected by profile points nor discoveries and the advantage of being able to mix with other strategies without suffering the same mixing penalty, CFs can be a strength but has it's weakness in endset when people stop growing for endset jumps.

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War Factories

More commonly known as 'WFer', perhaps the strongest strategy out there. A Wfer can produce; fighters, bombers, panzers and heavy lasers and thus chose their own production in attack and defense strength. This has huge advantages in attacking other countries for their resources but be careful, a WFer must sell units to get their cash from the market and this leads to a fall in networth value, someone might attack you back when your country becomes weaker from sales. WFers have a lot of expenditure too, needing more discovieries than most, need BCs for land, bread for population and especially important is steel consumption to produce units.

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