<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rebornpromisance.com/w//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fizdiz</id>
	<title>Reborn Promisance - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rebornpromisance.com/w//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fizdiz"/>
	<link rel="alternate" type="text/html" href="https://rebornpromisance.com/wiki/Special:Contributions/Fizdiz"/>
	<updated>2026-06-05T03:27:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=132</id>
		<title>Non-Reselling Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=132"/>
		<updated>2023-06-01T00:04:42Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Casher&lt;br /&gt;
&lt;br /&gt;
*Note that this guide applies to a cashing strategy that is not strictly contingent upon utilizing the PM&lt;br /&gt;
&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire.&lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;u&amp;gt;For a quick overview of the basic flow of ''Cashing'', please refer to [[Casher|'''this guide''']].&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here are some basic facts that can help get you started&lt;br /&gt;
&lt;br /&gt;
==== '''Overview''' ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market&lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== '''Gnome''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) play style.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+10%), Economy (+20%), Market (+12%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Pirate''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%)&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Troll''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals.&lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.'''&lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been focusing their runs on trying to earn as much income as possible without selling on the Private Market.  &lt;br /&gt;
&lt;br /&gt;
==== '''Income/Expenses''' ====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
==== '''Corruption, Savings and Loan Payments''' ====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank.&lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses.&lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash.&lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire.&lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly.&lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                   	sales coming in relatively soon.&lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Maximizing Income and Minimizing Expenses''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Land and Markets''' ====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make.&lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money.&lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''.&lt;br /&gt;
&lt;br /&gt;
===== '''''How do you get more land?''''' =====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals.&lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy.&lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land.&lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas.&lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward.&lt;br /&gt;
&lt;br /&gt;
==== '''Tax Rate''' ====&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income.&lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?''&lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death'''&lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example.&lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; This information is currently being revised and may not be accurate  &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall.&lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate.&lt;br /&gt;
&lt;br /&gt;
==== '''Adjusting Tax Rates''' ====&lt;br /&gt;
While some players opt to stay at at static 35% tax rate, you may also want to add some extra depth to your play. &lt;br /&gt;
&lt;br /&gt;
One option to do so is by changing your tax rates depending on where you are at in a run. &lt;br /&gt;
&lt;br /&gt;
For example, let's assume you were attacked and lost some land after your previous run. You have not yet used any turns, so your population count has not dropped. In this case, you may want to consider setting your tax rate very low, so that your population floor is not as drastic. This will also serve to help rebuild your population faster. &lt;br /&gt;
&lt;br /&gt;
Always change your taxes from the '&amp;lt;nowiki/&amp;gt;'''Cash'''&amp;lt;nowiki/&amp;gt;' tab rather than the ''''Empire Management'''&amp;lt;nowiki/&amp;gt;' tab in order to avoid a potential bug.&lt;br /&gt;
&lt;br /&gt;
When changing your taxrate, &amp;lt;u&amp;gt;you will not be able to change it again depending on the amount that it was changed.&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
For example, if you are at a 7% tax rate and then change it to 70%, you will not be able to adjust your tax rate again for 63 turns. This only applies to tax changes made on the Cash tab. &lt;br /&gt;
&lt;br /&gt;
An advantage of doing this is that you are able to ''frontload'' your population gains. '''Why would this matter?''' &lt;br /&gt;
&lt;br /&gt;
Because once you are at a higher population level, you can then adjust your taxrate once more, this time to a higher rate. Tax rates range from 5- 70%, and in promisance it is often best to go with the extreme levels. Setting your tax rate as high as 70% once you have a large population built up means that you can then tax those peasants at the most efficient level. &lt;br /&gt;
&lt;br /&gt;
This is especially effective if you expect to hold the land that you gain during your run, as more turns can be spent at the 70% ratio. &lt;br /&gt;
&lt;br /&gt;
Just be sure to set it back to a lower amount after you lose land, or else you risk losing a majority of your population very quickly, and become vulnerable to massacre kills. &lt;br /&gt;
&lt;br /&gt;
===== '''Massacre''' =====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0.&lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income.&lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre.&lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land.&lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count.&lt;br /&gt;
&lt;br /&gt;
==== '''Other Tax Considerations''' ====&lt;br /&gt;
There are also additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes, the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses).&lt;br /&gt;
&lt;br /&gt;
==== '''Minimizing Expenses''' ====&lt;br /&gt;
The other side of the coin. This one is a bit harder, as more net worth will always mean more expenses. This is because troops make up the bulk of an empire's net worth, and troops cost money to keep around. So how can we find a way to optimize this aspect?&lt;br /&gt;
&lt;br /&gt;
===== '''Troops and Wizards''' =====&lt;br /&gt;
First, you can keep around troops that cost less in money than others. Footmen and catapults, for example, have lower upkeep costs than air and boat units. On the flip-side, they also have relatively higher food consumption costs, meaning that you may end up spending more on grains either way if you cannot find good deals.&lt;br /&gt;
&lt;br /&gt;
Finding the right balance depends on the conditions of the set, but I find that cashers benefit most from using siege and air units. This is because we tend to stay in the Future era, where siege units have higher offense and air units have higher defense. Keeping these two lines of troops strong means that you will have easier attack phases, and will be harder to take down with standard or surprise attacks.&lt;br /&gt;
&lt;br /&gt;
These troops are also mixed cost when it comes to upkeep and consumption, so you will not be heavily expending one type of income over the other (food, cash).&lt;br /&gt;
&lt;br /&gt;
Wizards are another tough call. As a solo casher, you may need wizards to be able to spy other empires before you attack. As a clanned casher, you may need them to defend yourself from magic spells. Ultimately, the goal should be to have ''just enough'' wizards to suit your needs at a given time. Fewer wizards mean less money spent buying grains, but you must always consider the risk of not having as many on hand. One tip that I have used in the past is to go lighter on wizards throughout the month, and then gain them rapidly in the final week of the set. This allows you to save on food costs for most of the set while defending against final day mage spells when they are most likely to occur.&lt;br /&gt;
&lt;br /&gt;
===== '''Taxes, Again?''' =====&lt;br /&gt;
Yes, but just reiterating. Low taxes mean more population means more grain expenses. If you want to reduce your costs, you want to raise your taxes. Pretty simple, but keep in mind the risks that were outlined before.&lt;br /&gt;
&lt;br /&gt;
===== '''Hospital''' =====&lt;br /&gt;
Medical expenses add up against your income, so it is best to reduce your troop losses whenever you can. This is primarily accomplished when attacking, as defending is often outside your control. Try to attack empires that have 'holes', or low amounts of troops in a specific line. Take these empires as an example,&lt;br /&gt;
&lt;br /&gt;
'''Empire 1:'''&lt;br /&gt;
&lt;br /&gt;
Cyborgs    1,336,298&lt;br /&gt;
&lt;br /&gt;
Juggernauts    60,170,679&lt;br /&gt;
&lt;br /&gt;
Hovercrafts    2,793,727&lt;br /&gt;
&lt;br /&gt;
Dreadnoughts    27,059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Empire 2:'''&lt;br /&gt;
&lt;br /&gt;
Infantry    14,680,717&lt;br /&gt;
&lt;br /&gt;
Tanks    14,006,529&lt;br /&gt;
&lt;br /&gt;
Jets    13,300,549&lt;br /&gt;
&lt;br /&gt;
Battleships    8,410,516&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which would you rather attack here? Empire 1, certainly, as they have nearly no dreadnoughts to defend. With such low defenses, your own losses will be minimal as well. Empire 2, on the other hand, has defended all of their lines with many troops. While a break on their foot and siege lines would be possible, is it worth it? These are questions we must keep in mind when judging how to best optimize our attacks and minimize our losses, and likewise our expenses. If Empire 2 has 50,000 land and 0 DR, then surely it would be worth it to attack them, even though your losses may be higher. But if Empires 1 and 2 have similar land and DR, and you have limited attacks, then you should hit Empire 1 to save expenses and troop losses. Remember, medical expenses may be a pain, but losing troops altogether is its own form of expense as well.&lt;br /&gt;
&lt;br /&gt;
=== '''Casher Workflow''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Beginning Choices''' ====&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory.&lt;br /&gt;
&lt;br /&gt;
Let's say that you are playing a supportive (or in some cases, ''supported'') clanned casher.&lt;br /&gt;
&lt;br /&gt;
===== '''Clanned Casher''' =====&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash.&lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps, an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll).&lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage.&lt;br /&gt;
&lt;br /&gt;
In the meantime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all the resources.&lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further.&lt;br /&gt;
&lt;br /&gt;
====== '''Mage/Casher synergy''' ======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses.&lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment.&lt;br /&gt;
&lt;br /&gt;
===== '''Solo Casher''' =====&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates.&lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up.&lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income.&lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
====== '''Solo Casher Tips (Non-Reseller)''' ======&lt;br /&gt;
&lt;br /&gt;
# Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack, you will know that you are doing your best to earn the highest production possible.&lt;br /&gt;
# Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided troops either to a clan mate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on the market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals.&lt;br /&gt;
# Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs.&lt;br /&gt;
# Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweigh a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become too strong. Likewise, if a clan needs some extra assistance, try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun GIF? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community.&lt;br /&gt;
# Step 4, but '''again'''. Seriously, as a solo player, you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our play styles. So get involved, learn some more, and win the set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Game_Guide&amp;diff=119</id>
		<title>Game Guide</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Game_Guide&amp;diff=119"/>
		<updated>2023-05-03T20:18:27Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Reborn Promisance: New Player Game Guide''' ==&lt;br /&gt;
[https://docs.google.com/document/d/1ox-9cGIvuznjRwRYAi8_fmhvmu6p0bqTSGk9640jogw/edit Source Doc] with images included  &lt;br /&gt;
&lt;br /&gt;
Overview: Building a basic understanding of Reborn Promisance as a new player that is unfamiliar with the promisance genre of games, or similar text-based empire simulators. &lt;br /&gt;
&lt;br /&gt;
Goals: &lt;br /&gt;
&lt;br /&gt;
# '''Creating an Account'''&lt;br /&gt;
# '''Creating an Empire'''&lt;br /&gt;
# '''First 500 Turns'''&lt;br /&gt;
# '''Core Gameplay and Tips'''&lt;br /&gt;
# '''Additional Resources'''&lt;br /&gt;
&lt;br /&gt;
== '''Creating an Account''' ==&lt;br /&gt;
Each player is allowed to have one account with us. This account can be used to create one empire on each server. &amp;lt;blockquote&amp;gt;'''Account''': Saving your information for use in Reborn Promisance&lt;br /&gt;
&lt;br /&gt;
'''Server''': Each server represents a different game mode. Modern, for example, differs from Turbo and Classic in a number of ways including turns per hour, in-game features, and viable strategies. &amp;lt;/blockquote&amp;gt;To create an account, players will want to navigate to the home page of Reborn Promisance at https://rebornpromisance.com/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once there, navigate to the “'''Create Account'''” button found under the “'''Sign-In'''” options. Note that once an account has been created you will be able to use that information to log in at any time from your browser. &lt;br /&gt;
&lt;br /&gt;
We recommend that you ''save your password and username'' for ease of access, and to avoid losing your progress and saved history. &lt;br /&gt;
&lt;br /&gt;
== '''Creating an Empire''' ==&lt;br /&gt;
Now that you have an account, it’s time to start up your first Empire on one of the open servers. &amp;lt;blockquote&amp;gt;'''Empire''': The player’s representation in Reborn Promisance. Think of it as your own custom nation in a world populated by other player’s with their own unique empires. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Picking a Server''' ===&lt;br /&gt;
First thing’s first, let’s go ahead and pick a server. The following is a short breakdown of the current server options. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modern''': The default server. In this game mode, code changes and patches are frequently added to enhance balance and keep the game dynamic. Players will receive 2 turns every 15 minutes, with a max of 360 turns. Players can store up to 150 turns after reaching their max amount, in which case they will receive an additional turn every 15 minutes until their stored balance is depleted.        &lt;br /&gt;
&lt;br /&gt;
'''Turbo''': Turbo is a faster-paced game mode that emphasizes solo play. Players cannot team up or join clans, but receive turns at a faster rate (full turns each day). Note that there are special rules for this game mode to ensure fairness.        &lt;br /&gt;
&lt;br /&gt;
'''Classic''': The classic server is representative of an older version of the game code. This version will be more familiar to players who have joined Promisance-style games in the past. The structure of this game mode is rarely changed. Players will receive the same turns as in Modern.        &lt;br /&gt;
&lt;br /&gt;
'''Clanned''': The official team-mode of promisance, in this server players will be paired with other players in a ‘clan’ in order to wage war against another team of players. This mode follows a draft-style team choice, and has the same mechanics structure as the Modern server.        &lt;br /&gt;
&lt;br /&gt;
'''Quickplay''': The testing server. Players receive full turns each hour, and are able to create an empire to test out different strategies. This server is not intended to be competitive, and players are encouraged to focus on testing only. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the purpose of this guide, let’s focus on the default '''Modern''' server.  &lt;br /&gt;
&lt;br /&gt;
All you will need to do to create an empire is ''log in, choose your server, and pick your Empire Name and Race''. Your empire name is how you will appear to other players, and can be changed once per round. Your race can be changed for free if you have not used any turns, and determines the best strategy that can be used in the round. &lt;br /&gt;
&lt;br /&gt;
=== '''Choosing a Race''' ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Races''': Each race is suited to one particular strategy, and you can get some insight into these choices by viewing the Race Guide below. &amp;lt;/blockquote&amp;gt;As you can see, Gremlin has a massive agricultural bonus. Elf, on the other hand, receives large bonuses to their Mana and Magic production. These bonuses have a large impact on game performance, and should be the focus of your choice when first creating an empire.  &lt;br /&gt;
&lt;br /&gt;
=== '''Strategy''' ===&lt;br /&gt;
The production method of an empire. The 4 main strategies at this time are,&lt;br /&gt;
&lt;br /&gt;
# '''Farmer''': Farming empires strive to produce grains both for themselves, and for other empires via selling on the Public Market or using Foreign Aid to trade with your team. Farmers like to build, of course, farms! Farmers prefer to be in the Present Era due to the agricultural bonuses. The primary farming races are ''Gremlin'' and ''Tengu''.&lt;br /&gt;
# '''Casher''': Cashers focus their production on generating income. This can be done using markets, which directly increase your per-turn income. Cashers are best suited to the Future era, where they receive increased income bonuses. The primary casher races are ''Gnome'' and ''Pirate''.&lt;br /&gt;
# '''Industrial''': Industrial, or ‘indy’ strategies, focus on building a massive army. Indy empires build blacksmiths to increase their per-turn troop production. These troops can be sold on the Public Market, or sent as aid to your teammates. Industrial Empires are best suited to the Future era, and the primary races for this strategy are ''Goblin'' and ''Dwarf''.&lt;br /&gt;
# '''Mage''': Mages generate a resource known as mana to use on various spells. The primary spells are Tree of Gold, which magically produces a large chunk of income, and Cornucopia, which produces a large chunk of grains. Mages prefer to be in the Past era, and the primary mage races are ''Elf'' and ''Drow''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this in mind, let’s move on to creating an empire! As a new player, we recommend that you choose a simpler strategy like ‘Farming’, with a race such as Gremlin or Tengu being well-suited to that role.&lt;br /&gt;
&lt;br /&gt;
Now that you have an empire, let’s hit Play! &lt;br /&gt;
&lt;br /&gt;
== '''First 500 Turns''' ==&lt;br /&gt;
You are now in the driver seat of your first empire! Depending on when in the round you have joined, you may see some turns already populated for you. New empires generally start with 200 turns, which is not coincidentally the number of turns players spend in Protection Mode. &amp;lt;blockquote&amp;gt;'''Protection Mode''': New players in this status will be unable to attack or be attacked, send foreign aid, or interact with the Public Market. This status will end immediately '''after the 201st turn is spent'''. &amp;lt;/blockquote&amp;gt;While advanced players have different ways of playing out the first turns in protection mode, for the purposes of this guide we will keep it simple. &lt;br /&gt;
&lt;br /&gt;
# First, we will navigate to the side-bar on the left and hit the Explore option. We recommend that you explore between 10-20 turns in order to start generating Income, with which you can build structures.&lt;br /&gt;
# Next, we will want to navigate to the Build tab and spend 5-10 turns building mage towers in order to start generating wizards, which act as a magical defense measure in the Modern server.&lt;br /&gt;
# Next, we will want to either go back to exploring, or if you have the income, spend 10 turns building your primary production building. As a reminder, this would be ‘farms’ for a farmer race.&lt;br /&gt;
# Once you have this basic structure down, you can switch between exploring for more land and building more structures. We recommend focusing more heavily on exploring, as land is the primary driver of high production. That said, you will soon start to feel which method works best for you. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key thing to remember here is to not go over 200 turns spent! This will leave you open to attack, with few turns to respond with. Once you have spent exactly 200 turns, you should stop your run at that time and wait for your turns to refill. As a general tip, waiting for full turns will always beat running with partial turns. &amp;lt;blockquote&amp;gt;'''Runs''': Using your turns consecutively is referred to as a run. Players are encouraged to not interfere with other empires while they run. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''After Protection''' ===&lt;br /&gt;
You’ve waited patiently, and are now up to a full 360 turns! It’s time to leave protection and carve your place in the server. As this guide is intended for newer players, we will choose a simpler path for breaking protection. &lt;br /&gt;
&lt;br /&gt;
First, check to see if you are able to build more structures with the land that you have amassed in protection. If so, build your chosen production building until you have no unused land. &lt;br /&gt;
&lt;br /&gt;
Next, use your stored mana to visit the Magic Center and set up a Spell Shield. This will protect you from hostile enemy spells, and is a great habit to form early on. &lt;br /&gt;
&lt;br /&gt;
Finally, go back to the alternating pattern of exploring and building. I prefer to spend 20-30 turns at a time exploring before going back to build on that land. This ensures that you are using your new land effectively. &lt;br /&gt;
&lt;br /&gt;
When you are at 0 turns left, you can officially say that you have completed your first run! Congratulations! &lt;br /&gt;
&lt;br /&gt;
== '''Core Gameplay and Tips''' ==&lt;br /&gt;
After your recent run you will need to wait again to reach full turns. This will come faster if you have Stored Turns available, but in general takes about 2 days. At this point you now have a solid empire with a production base. &lt;br /&gt;
&lt;br /&gt;
=== '''What’s next?''' ===&lt;br /&gt;
Well, this is where it becomes difficult to plan ahead. Reborn Promisance is a strategy game, and there is no one best way to play the game. That said, here are some fundamental interactions that every player should be aware of.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Clans''': A clan is a group of players who are in a team together. These groups cannot attack each other, but they can send additional Foreign Aid (trading) shipments. &amp;lt;/blockquote&amp;gt;Clanned gameplay emphasizes teamwork and efficiency, with each team member specializing in a certain production type. As a farmer, for example, your role is to supply your teammates with food. They likewise will be sending you cash, troops, and additional defenses. &lt;br /&gt;
&lt;br /&gt;
Clans are the best way to learn the game, especially if you have met a more experienced player or clan leader. Note that clans are also able to war each other, and are therefore more focused on diplomatic relations with other clans in the server. We highly recommend that all new players find a clan to join for their first month. &amp;lt;blockquote&amp;gt;'''Solo''': Solo players receive a 5% production bonus at the cost of being unable to trade and work with other players. Solo play is ideal for returning veterans that enjoy a challenge. Solo players cannot war or be warred, and cannot receive or send Foreign Aid if they elect to receive the production bonus mentioned earlier. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Public and Black Markets''' ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Public Market''': This is where you can buy and sell troops and resources from and to other players. Farmers, for example, can list their grains on the Public Market, and once they are available then other empires can buy your grains from you. This is the primary method for strategies other than Casher to receive income to support their growing empire. &lt;br /&gt;
  &lt;br /&gt;
'''Black Market''': This market is non-interactive, and allows players to buy and sell troops and resources at will. In most cases, the Public Market will have better deals for both, though this is not always the case. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Attacking and Defending''' ===&lt;br /&gt;
While we have focused on exploring earlier, this is not the primary way to gain land. Most players will focus on using attacks to gain land, and this is an expected part of the game in order to keep land flowing across the server. While attacking is a vital part of the gameplay experience, it can be somewhat overwhelming to begin with. &lt;br /&gt;
&lt;br /&gt;
The key elements of attacking to remember are, &amp;lt;blockquote&amp;gt;'''Troop Types and Eras''': Depending on the era you would like to stay in, some troops are better than others. For example, as a farmer in the Present era you will benefit most from using Battleships for offense and Tanks for defense. &amp;lt;/blockquote&amp;gt;Using battleships as an example, you can locate your targets on the Scores page and click your intended target’s name to access the Attack option. This can also be done through the War Center tab. Once on the attack page, you can use Coastal Assault to send your battleships to battle. &lt;br /&gt;
&lt;br /&gt;
If your troops succeed in breaking the targeted empire’s defenses, then you will gain land and destroy a portion of your target’s troops. You will also lose a number of troops on your side when doing so if the empire is able to partially defend your attack. &lt;br /&gt;
&lt;br /&gt;
Players can attack up to 30 times in a run, with attacks refreshing over time. This limit is removed once a clanned empire enters a war status. &lt;br /&gt;
&lt;br /&gt;
To enhance your attacking abilities, we recommend collecting Intel before attacking. This is done by sending a spell called Crystal Ball to your intended target. If it is successful, then you will see your target’s troop totals and defenses. Note that to succeed in sending this spell you will need to have more wizards than your opponent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each attack you send will lower your empire’s Health total. Each turn that you spend not attacking will increase your health total. You should strive to always attack at full health, as this makes your attacks more likely to succeed. For this reason, many players will heal or build in between attacks using options such as Farm, Explore, and Build. &lt;br /&gt;
&lt;br /&gt;
=== '''Production Tabs''' ===&lt;br /&gt;
As mentioned earlier, each strategy has a specific mode of production that they excel at. This is further enhanced by spending your turns entirely on that production using the production tabs. Farmers, as a continued example, can use their turns on the Farm tab to get an increase of 25% in production for each turn spent. The same idea applies to each strategy and their corresponding production tabs. &lt;br /&gt;
&lt;br /&gt;
When do we use these tabs? &lt;br /&gt;
&lt;br /&gt;
Generally you will want to focus on production once you are on a higher land total. This can be after you have attacked on your run, or in between attacks to gain health. &lt;br /&gt;
&lt;br /&gt;
'''More land = better production, provided you have built your land up to achieve that goal.''' &lt;br /&gt;
&lt;br /&gt;
By spending your time producing resources you not only will be able to better upkeep your empire, but you will also have more to sell and market in order to earn cash to buy troops and additional resources. &amp;lt;blockquote&amp;gt;'''Net''': Your empire’s progress is based on your total net. Net is determined based on the number of resources and land that you currently have, as well as your empire’s troop total. Troops, or military units, make up the bulk of an empire’s net worth. &amp;lt;/blockquote&amp;gt;For this reason, many strategies focus on converting production into military troops. This allows players to not only attack more successfully, but also earn a higher rank compared to other empires on the scoreboard. &lt;br /&gt;
&lt;br /&gt;
—&lt;br /&gt;
&lt;br /&gt;
== '''Additional Resources''' ==&lt;br /&gt;
[http://windetch.com/recalc.php?server=modern&amp;amp;u_data=&amp;amp;e_data=&amp;amp;sdef=None&amp;amp;war=0&amp;amp;submit=Load%21 Windetch’s Attack Calculator]: Helpful for learning to send attacks and spells. &lt;br /&gt;
&lt;br /&gt;
[https://rebornpromisance.com/classic/?location=pguide&amp;amp;section=guide Internal Game Guide]: Helpful for referencing basics of game mechanics&lt;br /&gt;
&lt;br /&gt;
Code Changelog: List of all major changes to the game’s code as well as patch explanations. &lt;br /&gt;
&lt;br /&gt;
Discord: Place to have fun, talk to other players, and ask questions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While this guide is not intended to be a comprehensive path to game mastery, we hope that it is enough to get you started on this journey! As always, the best way to learn is by experience. &lt;br /&gt;
&lt;br /&gt;
While you will naturally gain experience as you play, you can also lean on the experience of our veteran players that are more than willing to help whenever they can! You can also reach out directly to me on Discord under the username Fizdiz#2136, and I will be happy to answer any questions that you may have. &lt;br /&gt;
&lt;br /&gt;
Thank you, and I look forward to getting attacked and slaughtered by every one of you &amp;lt;3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Game_Guide&amp;diff=118</id>
		<title>Game Guide</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Game_Guide&amp;diff=118"/>
		<updated>2023-05-03T20:14:23Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Reborn Promisance: New Player Game Guide''' ==&lt;br /&gt;
[https://docs.google.com/document/d/1ox-9cGIvuznjRwRYAi8_fmhvmu6p0bqTSGk9640jogw/edit Source Doc] with images included  &lt;br /&gt;
&lt;br /&gt;
Overview: Building a basic understanding of Reborn Promisance as a new player that is unfamiliar with the promisance genre of games, or similar text-based empire simulators. &lt;br /&gt;
&lt;br /&gt;
Goals: &lt;br /&gt;
&lt;br /&gt;
# '''Creating an Account'''&lt;br /&gt;
# '''Creating an Empire'''&lt;br /&gt;
# '''First 500 Turns'''&lt;br /&gt;
# '''Core Gameplay and Tips'''&lt;br /&gt;
# '''Additional Resources'''&lt;br /&gt;
&lt;br /&gt;
== '''Creating an Account''' ==&lt;br /&gt;
Each player is allowed to have one account with us. This account can be used to create one empire on each server. &amp;lt;blockquote&amp;gt;'''Account''': Saving your information for use in Reborn Promisance&lt;br /&gt;
&lt;br /&gt;
'''Server''': Each server represents a different game mode. Modern, for example, differs from Turbo and Classic in a number of ways including turns per hour, in-game features, and viable strategies. &amp;lt;/blockquote&amp;gt;To create an account, players will want to navigate to the home page of Reborn Promisance at https://rebornpromisance.com/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once there, navigate to the “'''Create Account'''” button found under the “'''Sign-In'''” options. Note that once an account has been created you will be able to use that information to log in at any time from your browser. &lt;br /&gt;
&lt;br /&gt;
We recommend that you ''save your password and username'' for ease of access, and to avoid losing your progress and saved history. &lt;br /&gt;
&lt;br /&gt;
== '''Creating an Empire''' ==&lt;br /&gt;
Now that you have an account, it’s time to start up your first Empire on one of the open servers. &amp;lt;blockquote&amp;gt;'''Empire''': The player’s representation in Reborn Promisance. Think of it as your own custom nation in a world populated by other player’s with their own unique empires. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Picking a Server''' ===&lt;br /&gt;
First thing’s first, let’s go ahead and pick a server. The following is a short breakdown of the current server options. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modern''': The default server. In this game mode, code changes and patches are frequently added to enhance balance and keep the game dynamic. Players will receive 2 turns every 15 minutes, with a max of 360 turns. Players can store up to 150 turns after reaching their max amount, in which case they will receive an additional turn every 15 minutes until their stored balance is depleted.    &lt;br /&gt;
&lt;br /&gt;
'''Turbo''': Turbo is a faster-paced game mode that emphasizes solo play. Players cannot team up or join clans, but receive turns at a faster rate (full turns each day). Note that there are special rules for this game mode to ensure fairness.    &lt;br /&gt;
&lt;br /&gt;
'''Classic''': The classic server is representative of an older version of the game code. This version will be more familiar to players who have joined Promisance-style games in the past. The structure of this game mode is rarely changed. Players will receive the same turns as in Modern.    &lt;br /&gt;
&lt;br /&gt;
'''Clanned''': The official team-mode of promisance, in this server players will be paired with other players in a ‘clan’ in order to wage war against another team of players. This mode follows a draft-style team choice, and has the same mechanics structure as the Modern server.    &lt;br /&gt;
&lt;br /&gt;
'''Quickplay''': The testing server. Players receive full turns each hour, and are able to create an empire to test out different strategies. This server is not intended to be competitive, and players are encouraged to focus on testing only. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the purpose of this guide, let’s focus on the default '''Modern''' server.  &lt;br /&gt;
&lt;br /&gt;
All you will need to do to create an empire is ''log in, choose your server, and pick your Empire Name and Race''. Your empire name is how you will appear to other players, and can be changed once per round. Your race can be changed for free if you have not used any turns, and determines the best strategy that can be used in the round. &lt;br /&gt;
&lt;br /&gt;
=== '''Choosing a Race''' ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Races''': Each race is suited to one particular strategy, and you can get some insight into these choices by viewing the Race Guide below. &amp;lt;/blockquote&amp;gt;As you can see, Gremlin has a massive agricultural bonus. Elf, on the other hand, receives large bonuses to their Mana and Magic production. These bonuses have a large impact on game performance, and should be the focus of your choice when first creating an empire.  &lt;br /&gt;
&lt;br /&gt;
=== '''Strategy''' ===&lt;br /&gt;
The production method of an empire. The 4 main strategies at this time are,&lt;br /&gt;
&lt;br /&gt;
# '''Farmer''': Farming empires strive to produce grains both for themselves, and for other empires via selling on the Public Market or using Foreign Aid to trade with your team. Farmers like to build, of course, farms! Farmers prefer to be in the Present Era due to the agricultural bonuses. The primary farming races are ''Gremlin'' and ''Tengu''.&lt;br /&gt;
# '''Casher''': Cashers focus their production on generating income. This can be done using markets, which directly increase your per-turn income. Cashers are best suited to the Future era, where they receive increased income bonuses. The primary casher races are ''Gnome'' and ''Pirate''.&lt;br /&gt;
# '''Industrial''': Industrial, or ‘indy’ strategies, focus on building a massive army. Indy empires build blacksmiths to increase their per-turn troop production. These troops can be sold on the Public Market, or sent as aid to your teammates. Industrial Empires are best suited to the Future era, and the primary races for this strategy are ''Goblin'' and ''Dwarf''.&lt;br /&gt;
# '''Mage''': Mages generate a resource known as mana to use on various spells. The primary spells are Tree of Gold, which magically produces a large chunk of income, and Cornucopia, which produces a large chunk of grains. Mages prefer to be in the Past era, and the primary mage races are ''Elf'' and ''Drow''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this in mind, let’s move on to creating an empire! As a new player, we recommend that you choose a simpler strategy like ‘Farming’, with a race such as Gremlin or Tengu being well-suited to that role.&lt;br /&gt;
&lt;br /&gt;
Now that you have an empire, let’s hit Play! &lt;br /&gt;
&lt;br /&gt;
== '''First 500 Turns''' ==&lt;br /&gt;
You are now in the driver seat of your first empire! Depending on when in the round you have joined, you may see some turns already populated for you. New empires generally start with 200 turns, which is not coincidentally the number of turns players spend in Protection Mode. &amp;lt;blockquote&amp;gt;'''Protection Mode''': New players in this status will be unable to attack or be attacked, send foreign aid, or interact with the Public Market. This status will end immediately '''after the 201st turn is spent'''. &amp;lt;/blockquote&amp;gt;While advanced players have different ways of playing out the first turns in protection mode, for the purposes of this guide we will keep it simple. &lt;br /&gt;
&lt;br /&gt;
# First, we will navigate to the side-bar on the left and hit the Explore option. We recommend that you explore between 10-20 turns in order to start generating Income, with which you can build structures.&lt;br /&gt;
# Next, we will want to navigate to the Build tab and spend 5-10 turns building mage towers in order to start generating wizards, which act as a magical defense measure in the Modern server.&lt;br /&gt;
# Next, we will want to either go back to exploring, or if you have the income, spend 10 turns building your primary production building. As a reminder, this would be ‘farms’ for a farmer race.&lt;br /&gt;
# Once you have this basic structure down, you can switch between exploring for more land and building more structures. We recommend focusing more heavily on exploring, as land is the primary driver of high production. That said, you will soon start to feel which method works best for you. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key thing to remember here is to not go over 200 turns spent! This will leave you open to attack, with few turns to respond with. Once you have spent exactly 200 turns, you should stop your run at that time and wait for your turns to refill. As a general tip, waiting for full turns will always beat running with partial turns. &amp;lt;blockquote&amp;gt;'''Runs''': Using your turns consecutively is referred to as a run. Players are encouraged to not interfere with other empires while they run. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''After Protection''' ===&lt;br /&gt;
You’ve waited patiently, and are now up to a full 360 turns! It’s time to leave protection and carve your place in the server. As this guide is intended for newer players, we will choose a simpler path for breaking protection. &lt;br /&gt;
&lt;br /&gt;
First, check to see if you are able to build more structures with the land that you have amassed in protection. If so, build your chosen production building until you have no unused land. &lt;br /&gt;
&lt;br /&gt;
Next, use your stored mana to visit the Magic Center and set up a Spell Shield. This will protect you from hostile enemy spells, and is a great habit to form early on. &lt;br /&gt;
&lt;br /&gt;
Finally, go back to the alternating pattern of exploring and building. I prefer to spend 20-30 turns at a time exploring before going back to build on that land. This ensures that you are using your new land effectively. &lt;br /&gt;
&lt;br /&gt;
When you are at 0 turns left, you can officially say that you have completed your first run! Congratulations! &lt;br /&gt;
&lt;br /&gt;
== '''Core Gameplay and Tips''' ==&lt;br /&gt;
After your recent run you will need to wait again to reach full turns. This will come faster if you have Stored Turns available, but in general takes about 2 days. At this point you now have a solid empire with a production base. &lt;br /&gt;
&lt;br /&gt;
=== '''What’s next?''' ===&lt;br /&gt;
Well, this is where it becomes difficult to plan ahead. Reborn Promisance is a strategy game, and there is no one best way to play the game. That said, here are some fundamental interactions that every player should be aware of.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Clans''': A clan is a group of players who are in a team together. These groups cannot attack each other, but they can send additional Foreign Aid (trading) shipments. &amp;lt;/blockquote&amp;gt;Clanned gameplay emphasizes teamwork and efficiency, with each team member specializing in a certain production type. As a farmer, for example, your role is to supply your teammates with food. They likewise will be sending you cash, troops, and additional defenses. &lt;br /&gt;
&lt;br /&gt;
Clans are the best way to learn the game, especially if you have met a more experienced player or clan leader. Note that clans are also able to war each other, and are therefore more focused on diplomatic relations with other clans in the server. We highly recommend that all new players find a clan to join for their first month. &amp;lt;blockquote&amp;gt;'''Solo''': Solo players receive a 5% production bonus at the cost of being unable to trade and work with other players. Solo play is ideal for returning veterans that enjoy a challenge. Solo players cannot war or be warred, and cannot receive or send Foreign Aid if they elect to receive the production bonus mentioned earlier. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Public and Black Markets''' ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Public Market''': This is where you can buy and sell troops and resources from and to other players. Farmers, for example, can list their grains on the Public Market, and once they are available then other empires can buy your grains from you. This is the primary method for strategies other than Casher to receive income to support their growing empire. &lt;br /&gt;
&lt;br /&gt;
 '''Black Market''': This market is non-interactive, and allows players to buy and sell troops and resources at will. In most cases, the Public Market will have better deals for both, though this is not always the case. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Attacking and Defending''' ===&lt;br /&gt;
While we have focused on exploring earlier, this is not the primary way to gain land. Most players will focus on using attacks to gain land, and this is an expected part of the game in order to keep land flowing across the server. While attacking is a vital part of the gameplay experience, it can be somewhat overwhelming to begin with. &lt;br /&gt;
&lt;br /&gt;
The key elements of attacking to remember are, &amp;lt;blockquote&amp;gt;'''Troop Types and Eras''': Depending on the era you would like to stay in, some troops are better than others. For example, as a farmer in the Present era you will benefit most from using Battleships for offense and Tanks for defense. &amp;lt;/blockquote&amp;gt;Using battleships as an example, you can locate your targets on the Scores page and click your intended target’s name to access the Attack option. This can also be done through the War Center tab. Once on the attack page, you can use Coastal Assault to send your battleships to battle. &lt;br /&gt;
&lt;br /&gt;
If your troops succeed in breaking the targeted empire’s defenses, then you will gain land and destroy a portion of your target’s troops. You will also lose a number of troops on your side when doing so if the empire is able to partially defend your attack. &lt;br /&gt;
&lt;br /&gt;
Players can attack up to 30 times in a run, with attacks refreshing over time. This limit is removed once a clanned empire enters a war status. &lt;br /&gt;
&lt;br /&gt;
To enhance your attacking abilities, we recommend collecting Intel before attacking. This is done by sending a spell called Crystal Ball to your intended target. If it is successful, then you will see your target’s troop totals and defenses. Note that to succeed in sending this spell you will need to have more wizards than your opponent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each attack you send will lower your empire’s Health total. Each turn that you spend not attacking will increase your health total. You should strive to always attack at full health, as this makes your attacks more likely to succeed. For this reason, many players will heal or build in between attacks using options such as Farm, Explore, and Build. &lt;br /&gt;
&lt;br /&gt;
=== '''Production Tabs''' ===&lt;br /&gt;
As mentioned earlier, each strategy has a specific mode of production that they excel at. This is further enhanced by spending your turns entirely on that production using the production tabs. Farmers, as a continued example, can use their turns on the Farm tab to get an increase of 25% in production for each turn spent. The same idea applies to each strategy and their corresponding production tabs. &lt;br /&gt;
&lt;br /&gt;
When do we use these tabs? &lt;br /&gt;
&lt;br /&gt;
Generally you will want to focus on production once you are on a higher land total. This can be after you have attacked on your run, or in between attacks to gain health. &lt;br /&gt;
&lt;br /&gt;
'''More land = better production, provided you have built your land up to achieve that goal.''' &lt;br /&gt;
&lt;br /&gt;
By spending your time producing resources you not only will be able to better upkeep your empire, but you will also have more to sell and market in order to earn cash to buy troops and additional resources. &amp;lt;blockquote&amp;gt;'''Net''': Your empire’s progress is based on your total net. Net is determined based on the number of resources and land that you currently have, as well as your empire’s troop total. Troops, or military units, make up the bulk of an empire’s net worth. &amp;lt;/blockquote&amp;gt;For this reason, many strategies focus on converting production into military troops. This allows players to not only attack more successfully, but also earn a higher rank compared to other empires on the scoreboard. &lt;br /&gt;
&lt;br /&gt;
—&lt;br /&gt;
&lt;br /&gt;
== '''Additional Resources''' ==&lt;br /&gt;
[http://windetch.com/recalc.php?server=modern&amp;amp;u_data=&amp;amp;e_data=&amp;amp;sdef=None&amp;amp;war=0&amp;amp;submit=Load%21 Windetch’s Attack Calculator]: Helpful for learning to send attacks and spells. &lt;br /&gt;
&lt;br /&gt;
[https://rebornpromisance.com/classic/?location=pguide&amp;amp;section=guide Internal Game Guide]: Helpful for referencing basics of game mechanics&lt;br /&gt;
&lt;br /&gt;
Code Changelog: List of all major changes to the game’s code as well as patch explanations. &lt;br /&gt;
&lt;br /&gt;
Discord: Place to have fun, talk to other players, and ask questions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While this guide is not intended to be a comprehensive path to game mastery, we hope that it is enough to get you started on this journey! As always, the best way to learn is by experience. &lt;br /&gt;
&lt;br /&gt;
While you will naturally gain experience as you play, you can also lean on the experience of our veteran players that are more than willing to help whenever they can! You can also reach out directly to me on Discord under the username Fizdiz#2136, and I will be happy to answer any questions that you may have. &lt;br /&gt;
&lt;br /&gt;
Thank you, and I look forward to getting attacked and slaughtered by every one of you &amp;lt;3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Game_Guide&amp;diff=117</id>
		<title>Game Guide</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Game_Guide&amp;diff=117"/>
		<updated>2023-05-03T20:13:17Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Reborn Promisance: New Player Game Guide''' ==&lt;br /&gt;
[https://docs.google.com/document/d/1ox-9cGIvuznjRwRYAi8_fmhvmu6p0bqTSGk9640jogw/edit Source Doc] with images included  &lt;br /&gt;
&lt;br /&gt;
Overview: Building a basic understanding of Reborn Promisance as a new player that is unfamiliar with the promisance genre of games, or similar text-based empire simulators. &lt;br /&gt;
&lt;br /&gt;
Goals: &lt;br /&gt;
&lt;br /&gt;
# '''Creating an Account'''&lt;br /&gt;
# '''Creating an Empire'''&lt;br /&gt;
# '''First 500 Turns'''&lt;br /&gt;
# '''Core Gameplay and Tips'''&lt;br /&gt;
# '''Additional Resources'''&lt;br /&gt;
&lt;br /&gt;
== '''Creating an Account''' ==&lt;br /&gt;
Each player is allowed to have one account with us. This account can be used to create one empire on each server. &amp;lt;blockquote&amp;gt;'''Account''': Saving your information for use in Reborn Promisance&lt;br /&gt;
&lt;br /&gt;
'''Server''': Each server represents a different game mode. Modern, for example, differs from Turbo and Classic in a number of ways including turns per hour, in-game features, and viable strategies. &amp;lt;/blockquote&amp;gt;To create an account, players will want to navigate to the home page of Reborn Promisance at https://rebornpromisance.com/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once there, navigate to the “'''Create Account'''” button found under the “'''Sign-In'''” options. Note that once an account has been created you will be able to use that information to log in at any time from your browser. &lt;br /&gt;
&lt;br /&gt;
We recommend that you ''save your password and username'' for ease of access, and to avoid losing your progress and saved history. &lt;br /&gt;
&lt;br /&gt;
== '''Creating an Empire''' ==&lt;br /&gt;
Now that you have an account, it’s time to start up your first Empire on one of the open servers. &amp;lt;blockquote&amp;gt;'''Empire''': The player’s representation in Reborn Promisance. Think of it as your own custom nation in a world populated by other player’s with their own unique empires. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Picking a Server''' ===&lt;br /&gt;
First thing’s first, let’s go ahead and pick a server. The following is a short breakdown of the current server options. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modern''': The default server. In this game mode, code changes and patches are frequently added to enhance balance and keep the game dynamic. Players will receive 2 turns every 15 minutes, with a max of 360 turns. Players can store up to 150 turns after reaching their max amount, in which case they will receive an additional turn every 15 minutes until their stored balance is depleted.  &lt;br /&gt;
&lt;br /&gt;
'''Turbo''': Turbo is a faster-paced game mode that emphasizes solo play. Players cannot team up or join clans, but receive turns at a faster rate (full turns each day). Note that there are special rules for this game mode to ensure fairness.  &lt;br /&gt;
&lt;br /&gt;
'''Classic''': The classic server is representative of an older version of the game code. This version will be more familiar to players who have joined Promisance-style games in the past. The structure of this game mode is rarely changed. Players will receive the same turns as in Modern.  &lt;br /&gt;
&lt;br /&gt;
'''Clanned''': The official team-mode of promisance, in this server players will be paired with other players in a ‘clan’ in order to wage war against another team of players. This mode follows a draft-style team choice, and has the same mechanics structure as the Modern server.  &lt;br /&gt;
&lt;br /&gt;
'''Quickplay''': The testing server. Players receive full turns each hour, and are able to create an empire to test out different strategies. This server is not intended to be competitive, and players are encouraged to focus on testing only. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the purpose of this guide, let’s focus on the default '''Modern''' server.  &lt;br /&gt;
&lt;br /&gt;
All you will need to do to create an empire is ''log in, choose your server, and pick your Empire Name and Race''. Your empire name is how you will appear to other players, and can be changed once per round. Your race can be changed for free if you have not used any turns, and determines the best strategy that can be used in the round. &lt;br /&gt;
&lt;br /&gt;
=== '''Choosing a Race''' ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Races''': Each race is suited to one particular strategy, and you can get some insight into these choices by viewing the Race Guide below. &amp;lt;/blockquote&amp;gt;As you can see, Gremlin has a massive agricultural bonus. Elf, on the other hand, receives large bonuses to their Mana and Magic production. These bonuses have a large impact on game performance, and should be the focus of your choice when first creating an empire.  &lt;br /&gt;
&lt;br /&gt;
=== '''Strategy''' ===&lt;br /&gt;
The production method of an empire. The 4 main strategies at this time are,&lt;br /&gt;
&lt;br /&gt;
# '''Farmer''': Farming empires strive to produce grains both for themselves, and for other empires via selling on the Public Market or using Foreign Aid to trade with your team. Farmers like to build, of course, farms! Farmers prefer to be in the Present Era due to the agricultural bonuses. The primary farming races are ''Gremlin'' and ''Tengu''.&lt;br /&gt;
# '''Casher''': Cashers focus their production on generating income. This can be done using markets, which directly increase your per-turn income. Cashers are best suited to the Future era, where they receive increased income bonuses. The primary casher races are ''Gnome'' and ''Pirate''.&lt;br /&gt;
# '''Industrial''': Industrial, or ‘indy’ strategies, focus on building a massive army. Indy empires build blacksmiths to increase their per-turn troop production. These troops can be sold on the Public Market, or sent as aid to your teammates. Industrial Empires are best suited to the Future era, and the primary races for this strategy are ''Goblin'' and ''Dwarf''.&lt;br /&gt;
# '''Mage''': Mages generate a resource known as mana to use on various spells. The primary spells are Tree of Gold, which magically produces a large chunk of income, and Cornucopia, which produces a large chunk of grains. Mages prefer to be in the Past era, and the primary mage races are ''Elf'' and ''Drow''. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this in mind, let’s move on to creating an empire! As a new player, we recommend that you choose a simpler strategy like ‘Farming’, with a race such as Gremlin or Tengu being well-suited to that role.&lt;br /&gt;
&lt;br /&gt;
Now that you have an empire, let’s hit Play! &lt;br /&gt;
&lt;br /&gt;
== '''First 500 Turns''' ==&lt;br /&gt;
You are now in the driver seat of your first empire! Depending on when in the round you have joined, you may see some turns already populated for you. New empires generally start with 200 turns, which is not coincidentally the number of turns players spend in Protection Mode. &amp;lt;blockquote&amp;gt;'''Protection Mode''': New players in this status will be unable to attack or be attacked, send foreign aid, or interact with the Public Market. This status will end immediately '''after the 201st turn is spent'''. &amp;lt;/blockquote&amp;gt;While advanced players have different ways of playing out the first turns in protection mode, for the purposes of this guide we will keep it simple. &lt;br /&gt;
&lt;br /&gt;
# First, we will navigate to the side-bar on the left and hit the Explore option. We recommend that you explore between 10-20 turns in order to start generating Income, with which you can build structures.&lt;br /&gt;
# Next, we will want to navigate to the Build tab and spend 5-10 turns building mage towers in order to start generating wizards, which act as a magical defense measure in the Modern server.&lt;br /&gt;
# Next, we will want to either go back to exploring, or if you have the income, spend 10 turns building your primary production building. As a reminder, this would be ‘farms’ for a farmer race.&lt;br /&gt;
# Once you have this basic structure down, you can switch between exploring for more land and building more structures. We recommend focusing more heavily on exploring, as land is the primary driver of high production. That said, you will soon start to feel which method works best for you. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key thing to remember here is to not go over 200 turns spent! This will leave you open to attack, with few turns to respond with. Once you have spent exactly 200 turns, you should stop your run at that time and wait for your turns to refill. As a general tip, waiting for full turns will always beat running with partial turns. &amp;lt;blockquote&amp;gt;'''Runs''': Using your turns consecutively is referred to as a run. Players are encouraged to not interfere with other empires while they run. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''After Protection''' ===&lt;br /&gt;
You’ve waited patiently, and are now up to a full 360 turns! It’s time to leave protection and carve your place in the server. As this guide is intended for newer players, we will choose a simpler path for breaking protection. &lt;br /&gt;
&lt;br /&gt;
First, check to see if you are able to build more structures with the land that you have amassed in protection. If so, build your chosen production building until you have no unused land. &lt;br /&gt;
&lt;br /&gt;
Next, use your stored mana to visit the Magic Center and set up a Spell Shield. This will protect you from hostile enemy spells, and is a great habit to form early on. &lt;br /&gt;
&lt;br /&gt;
Finally, go back to the alternating pattern of exploring and building. I prefer to spend 20-30 turns at a time exploring before going back to build on that land. This ensures that you are using your new land effectively. &lt;br /&gt;
&lt;br /&gt;
When you are at 0 turns left, you can officially say that you have completed your first run! Congratulations! &lt;br /&gt;
&lt;br /&gt;
== '''Core Gameplay and Tips''' ==&lt;br /&gt;
After your recent run you will need to wait again to reach full turns. This will come faster if you have Stored Turns available, but in general takes about 2 days. At this point you now have a solid empire with a production base. &lt;br /&gt;
&lt;br /&gt;
=== '''What’s next?''' ===&lt;br /&gt;
Well, this is where it becomes difficult to plan ahead. Reborn Promisance is a strategy game, and there is no one best way to play the game. That said, here are some fundamental interactions that every player should be aware of.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Clans''': A clan is a group of players who are in a team together. These groups cannot attack each other, but they can send additional Foreign Aid (trading) shipments. &amp;lt;/blockquote&amp;gt;Clanned gameplay emphasizes teamwork and efficiency, with each team member specializing in a certain production type. As a farmer, for example, your role is to supply your teammates with food. They likewise will be sending you cash, troops, and additional defenses. &lt;br /&gt;
&lt;br /&gt;
Clans are the best way to learn the game, especially if you have met a more experienced player or clan leader. Note that clans are also able to war each other, and are therefore more focused on diplomatic relations with other clans in the server. We highly recommend that all new players find a clan to join for their first month. &amp;lt;blockquote&amp;gt;'''Solo''': Solo players receive a 5% production bonus at the cost of being unable to trade and work with other players. Solo play is ideal for returning veterans that enjoy a challenge. Solo players cannot war or be warred, and cannot receive or send Foreign Aid if they elect to receive the production bonus mentioned earlier. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Public and Black Markets''' ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Public Market''': This is where you can buy and sell troops and resources from and to other players. Farmers, for example, can list their grains on the Public Market, and once they are available then other empires can buy your grains from you. This is the primary method for strategies other than Casher to receive income to support their growing empire. &lt;br /&gt;
&lt;br /&gt;
'''Black Market''': This market is non-interactive, and allows players to buy and sell troops and resources at will. In most cases, the Public Market will have better deals for both, though this is not always the case. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Attacking and Defending''' ===&lt;br /&gt;
While we have focused on exploring earlier, this is not the primary way to gain land. Most players will focus on using attacks to gain land, and this is an expected part of the game in order to keep land flowing across the server. While attacking is a vital part of the gameplay experience, it can be somewhat overwhelming to begin with. &lt;br /&gt;
&lt;br /&gt;
The key elements of attacking to remember are, &amp;lt;blockquote&amp;gt;'''Troop Types and Eras''': Depending on the era you would like to stay in, some troops are better than others. For example, as a farmer in the Present era you will benefit most from using Battleships for offense and Tanks for defense. &amp;lt;/blockquote&amp;gt;Using battleships as an example, you can locate your targets on the Scores page and click your intended target’s name to access the Attack option. This can also be done through the War Center tab. Once on the attack page, you can use Coastal Assault to send your battleships to battle. &lt;br /&gt;
&lt;br /&gt;
If your troops succeed in breaking the targeted empire’s defenses, then you will gain land and destroy a portion of your target’s troops. You will also lose a number of troops on your side when doing so if the empire is able to partially defend your attack. &lt;br /&gt;
&lt;br /&gt;
Players can attack up to 30 times in a run, with attacks refreshing over time. This limit is removed once a clanned empire enters a war status. &lt;br /&gt;
&lt;br /&gt;
To enhance your attacking abilities, we recommend collecting Intel before attacking. This is done by sending a spell called Crystal Ball to your intended target. If it is successful, then you will see your target’s troop totals and defenses. Note that to succeed in sending this spell you will need to have more wizards than your opponent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each attack you send will lower your empire’s Health total. Each turn that you spend not attacking will increase your health total. You should strive to always attack at full health, as this makes your attacks more likely to succeed. For this reason, many players will heal or build in between attacks using options such as Farm, Explore, and Build. &lt;br /&gt;
&lt;br /&gt;
=== '''Production Tabs''' ===&lt;br /&gt;
As mentioned earlier, each strategy has a specific mode of production that they excel at. This is further enhanced by spending your turns entirely on that production using the production tabs. Farmers, as a continued example, can use their turns on the Farm tab to get an increase of 25% in production for each turn spent. The same idea applies to each strategy and their corresponding production tabs. &lt;br /&gt;
&lt;br /&gt;
When do we use these tabs? &lt;br /&gt;
&lt;br /&gt;
Generally you will want to focus on production once you are on a higher land total. This can be after you have attacked on your run, or in between attacks to gain health. &lt;br /&gt;
&lt;br /&gt;
'''More land = better production, provided you have built your land up to achieve that goal.''' &lt;br /&gt;
&lt;br /&gt;
By spending your time producing resources you not only will be able to better upkeep your empire, but you will also have more to sell and market in order to earn cash to buy troops and additional resources. &amp;lt;blockquote&amp;gt;'''Net''': Your empire’s progress is based on your total net. Net is determined based on the number of resources and land that you currently have, as well as your empire’s troop total. Troops, or military units, make up the bulk of an empire’s net worth. &amp;lt;/blockquote&amp;gt;For this reason, many strategies focus on converting production into military troops. This allows players to not only attack more successfully, but also earn a higher rank compared to other empires on the scoreboard. &lt;br /&gt;
&lt;br /&gt;
—&lt;br /&gt;
&lt;br /&gt;
== '''Additional Resources''' ==&lt;br /&gt;
[http://windetch.com/recalc.php?server=modern&amp;amp;u_data=&amp;amp;e_data=&amp;amp;sdef=None&amp;amp;war=0&amp;amp;submit=Load%21 Windetch’s Attack Calculator]: Helpful for learning to send attacks and spells. &lt;br /&gt;
&lt;br /&gt;
[https://rebornpromisance.com/classic/?location=pguide&amp;amp;section=guide Internal Game Guide]: Helpful for referencing basics of game mechanics&lt;br /&gt;
&lt;br /&gt;
Code Changelog: List of all major changes to the game’s code as well as patch explanations. &lt;br /&gt;
&lt;br /&gt;
Discord: Place to have fun, talk to other players, and ask questions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While this guide is not intended to be a comprehensive path to game mastery, we hope that it is enough to get you started on this journey! As always, the best way to learn is by experience. &lt;br /&gt;
&lt;br /&gt;
While you will naturally gain experience as you play, you can also lean on the experience of our veteran players that are more than willing to help whenever they can! You can also reach out directly to me on Discord under the username Fizdiz#2136, and I will be happy to answer any questions that you may have. &lt;br /&gt;
&lt;br /&gt;
Thank you, and I look forward to getting attacked and slaughtered by every one of you &amp;lt;3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Farmer&amp;diff=116</id>
		<title>Farmer</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Farmer&amp;diff=116"/>
		<updated>2023-05-01T12:05:57Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:The Farmer Strategy}}&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The farmer builds thousands of farms, grows food, and then sells them [[Pubmarketsell|to the Public Market]] for money. The money is then used to fund the cost of spending turns and to buy military units [[Pubmarketbuy|from the Public Market]].&lt;br /&gt;
&lt;br /&gt;
#Wait for 360 turns.&lt;br /&gt;
#Attack for land.&lt;br /&gt;
# Build farms.&lt;br /&gt;
# Repeat step #2 and #3 until it's no longer possible to send any more attacks.&lt;br /&gt;
#Then spend your remaining turns [[Farm|farming]].&lt;br /&gt;
#Sell all of your food to the Public Market for a fair price.&lt;br /&gt;
#Spend some of the money earned to purchase military units from the Public Market.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Farmer Races''': Gremlin, Tengu  &lt;br /&gt;
&lt;br /&gt;
'''Farmer Buildings''': Farms&lt;br /&gt;
&lt;br /&gt;
'''Farmer Production Tab''': &amp;quot;Farm&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Farmer Era''': Present, sometimes Past  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the '&amp;lt;nowiki/&amp;gt;'''Farm'''&amp;lt;nowiki/&amp;gt;' production tab forms the core flow of the Farmer strategy&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Races&amp;lt;/big&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Gremlin ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': High offense, strong combo of agriculture and consumption bonuses, ability to utilize market bonus. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Difficult to utilize other strategy options  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+10%), Market (+8%), Consumption (+14%), Agriculture (+18%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-6%), Magic (-10%), Industry (-14%), and Economy (-20%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tengu ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Defense and Exploration bonus makes Tengu a better passive empire option, and Magic bonus allows for a hybrid mage built. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low mana gains hamper mage flexibility, and low offense can make gaining land more difficult. Missing a consumption bonus to enhance the agriculture bonus.   &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+12%), Magic (+10%), Exploration (+10%), and Agriculture (+18%)&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Building (-10%), Industry (-14%), Economy (-18%), Consumption (-2%), and Energy (-6%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maximizing Production==&lt;br /&gt;
&lt;br /&gt;
The farming strategy is often seen as one of the easier strategies to get a hang of, and is often recommended to new players. You can find an example of this in the [[Game Guide]] intended for newer players.&lt;br /&gt;
&lt;br /&gt;
That said, farming does not come without its own nuances and depth. As with all strategies, production - and the maximization of it - can come from a variety of methods. Let's go over some of the most important ones. &lt;br /&gt;
&lt;br /&gt;
=== Gaining Land ===&lt;br /&gt;
The production of a farmer is linked most closely to the land that they are on while producing. While this is true to some extent for nearly all strategies, nowhere is it more obvious than on a farmer. &lt;br /&gt;
&lt;br /&gt;
Unlike casher, for example, farmers do not have a tax rate that they can adjust for optimization. They also cannot decide on specific types of production, as an indy can do with their troop allocation or a mage can choose between spell options. &lt;br /&gt;
&lt;br /&gt;
With this in mind, it is imperative that any aspiring farmer (that is not playing a strictly passive empire) focus on acquiring as much land as possible in their runs. &lt;br /&gt;
&lt;br /&gt;
Thankfully, the farmer races are well suited to this. &amp;lt;blockquote&amp;gt;'''Tengu''', for example, comes with an '''exploration bonus'''. You can utilize turns between your attacks to regain health with the explore option. Over time, this will result in more land acres. &lt;br /&gt;
&lt;br /&gt;
'''Gremlin''', on the other hand, has a large '''offensive bonus'''. This makes gremlin suitable for taking land gains from larger empires. Being able to break through higher defenses means that you have access to more land. As always, try to focus on targets with higher land and lower DR in order to maximize land gain. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Troop and Era Benefits ====&lt;br /&gt;
Aside from racial modifiers, farmers have an additional strength that cannot be underestimated. &lt;br /&gt;
&lt;br /&gt;
Since they are often in the '''Present''' era, where agriculture gets the highest bonus, farmers also have access to naval units with the highest offense points! &lt;br /&gt;
&lt;br /&gt;
Battleships in the Present era have the most offense in the game at 9 offense points. The defense is not slacking either, with 6 points of defense each. &lt;br /&gt;
&lt;br /&gt;
This means that farmers have a unique position of being able to break through the defenses of nearly anyone in the game using a large amount of naval units! &lt;br /&gt;
&lt;br /&gt;
Keep in mind, however, that wielding a large 'monostack' of units will make you vulnerable to offensive mage spells. It is almost always worthwhile to keep a stack of wizards around in order to defend against these threats. &lt;br /&gt;
&lt;br /&gt;
With a large enough navy at your disposal, gaining land from even the top empires should be no effort at all. &lt;br /&gt;
&lt;br /&gt;
==Clanned Farmer Strategy==&lt;br /&gt;
&lt;br /&gt;
Nearly every clan will need a farmer of their own. Think of the farmer as a drummer in a band. Everyone wants to play guitar (indy) or be a lead singer (mage), but the band can't function without a strong back-beat. &lt;br /&gt;
&lt;br /&gt;
Your clan mates need food to keep their empires going, and you need troops and cash to keep yours steady as well. Making the most food for your clan ensures that they will never have to worry about making or buying food of their own, and can instead focus on their empires' strengths. Mages in particular tend to eat a lot of food, but keeping them well-stocked means that they can generate even more income for the team. &lt;br /&gt;
&lt;br /&gt;
With this in mind, you can see that the farmer role is essential in any clan, and playing to your best abilities directly results in a more optimal playing environment for both you and your clan mates. &lt;br /&gt;
&lt;br /&gt;
=== Clanned Farmer Workflow ===&lt;br /&gt;
&lt;br /&gt;
==== Beginning Turns ====&lt;br /&gt;
Once you have found a clan to join, it is time to run your turns. In general, as a clanned farmer, you will be looking for areas of opportunity to 'scrape' the most land. This means that you will want to identify targets with high land and low DR that are within your range. Often you will ask your mage player, or another teammate, for a '''crystal ball of potential targets''' that will show you their troop layouts. &lt;br /&gt;
&lt;br /&gt;
Farmers are also well-suited to making wizards of their own, since they will have no trouble feeding large amounts of them. &lt;br /&gt;
&lt;br /&gt;
Once you have found your targets, you can go on an attack as much as possible. I find that in between attacks it is best to first build farms as a method of regaining health, then explore, and then use the ''''Farm'''&amp;lt;nowiki/&amp;gt;' tab. There is no one right answer to this, it is up to you to decide.&lt;br /&gt;
&lt;br /&gt;
That said, once you are on a higher land total you will want to make sure to use the ''''Farm'''&amp;lt;nowiki/&amp;gt;' tab, as it will provide an extra '''25% per turn''' to your production. While 25% may not seem like a lot at the outset, it adds up quickly. Even more if you manage to gain a large amount of land.&lt;br /&gt;
&lt;br /&gt;
==== Aid and Market ====&lt;br /&gt;
Once your run is over, you should now have a large stockpile of grains. At this point, check your clan mate's stats or ask them directly if they need grains. Over time, you will get an understanding for who needs grains, how much they need, and when they need them. &lt;br /&gt;
&lt;br /&gt;
You can send grains directly to your clan mates through the Foreign Aid tab. Sending aid does come with restrictions, and you will not be able to distribute all of your grains at once using this method. You will be able to send a majority of them out, though, so go ahead and distribute your grains to who needs them most. &lt;br /&gt;
&lt;br /&gt;
This often means sending them to the player in your clan that is expected to run next, has the most turns, or plans on using turns the soonest. &lt;br /&gt;
&lt;br /&gt;
Once you have finished aiding grains and ran out of aid credits, you can also arrange sales on the Private Market. &lt;br /&gt;
&lt;br /&gt;
With your remaining grains, you can sell them on the market, either with the intention to have a clan mate pick them up, or to sell to those outside of your clan that may need them. This is a great way to get money onto a farmer, but be wary of selling grains at too low a price to your team publicly, as these grains will be available to all players within 6 hours of selling. &lt;br /&gt;
&lt;br /&gt;
=== Other Considerations ===&lt;br /&gt;
As a clanned farmer, you have a bit more flexibility with your turns than most. Since your goal is primarily to gain land, you may find yourself being positioned more offensively than your teammates. You may also find yourself expected to do more with less resources. Both can be fun and interesting challenges. &lt;br /&gt;
&lt;br /&gt;
==== Offensive Options ====&lt;br /&gt;
Farmers shine even more brightly when at war with another clan. Since they do not have to worry about many details aside from gaining land and distributing food, they are great at using their runs to do massive damage to enemies. This is further enhanced by their proclivity towards naval units, which can break down even the strongest empire's defenses. &lt;br /&gt;
&lt;br /&gt;
Clanned farmers in a wartime environment are often expected to do more damage so that their teammates can still focus on production efforts. Farmers still gain plenty of grains passively, so using their entire runs to attack their enemies is no problem. &lt;br /&gt;
&lt;br /&gt;
One downside, however, is that farmers are vulnerable to kill runs and offensive counterattacks. Everyone knows that farmers are vital to a clan's success, so those you are at war with will always see you as a prime target. '''Killing a clan's farmer deprives them of all of their food, and can completely grind a clan's progress to a halt.''' &lt;br /&gt;
&lt;br /&gt;
Because of this, I recommend that farmers pay attention to era's and troop lines when at war even more carefully than usual. Switching to '''Past''' era, for example, makes your massive boat stack with 9 offense into a massive defensive stack with 9 defense. This can ward off potential standard attacks. You should also pay attention to which lines of troops your opponents are generating, and make sure to have a solid defense of your own. Finally, keep a '''Time Gate''' up at all times so that you can benefit from increased defenses from your allies. &lt;br /&gt;
&lt;br /&gt;
==== Resources and Options ====&lt;br /&gt;
Unfortunate as it may be, farmers often have to make do with less resources than their counterparts. Nobody knows why this is, but most would blame mage players. &lt;br /&gt;
&lt;br /&gt;
Don't let this hold you back, though! Think of it as an opportunity to show off your resourcefulness. &lt;br /&gt;
&lt;br /&gt;
It is important to '''ask your clan for any resource you may need'''. If you need troops, then it is their job to supply them. If you need cash, then it is their job to send it to you. &lt;br /&gt;
&lt;br /&gt;
You may find yourself able to generate additional income through '''market sales''' throughout the set. This can be helpful in making income of your own, but be sure to check that your team is fully stocked in grains. &lt;br /&gt;
&lt;br /&gt;
You may also find a good opportunity at the final day of the set, when grains can no longer be distributed due to aid and market restrictions, to make some unique moves. I personally like to rebuild my '''Gremlin farmers with Keeps''' on the final day so that I can use any remaining cash to buy cheap troops with my Market bonus. This is even better if you are stocked with cash from teammates beforehand, and can come as a surprise to other players who do not expect it. &lt;br /&gt;
&lt;br /&gt;
Tengu players can also take advantage of their '''Magic bonus''' throughout the set to be an additional gatherer of crystal balls. They may also want to generate mana passively throughout the month so that they can use the Tree of Gold spell to generate their own income, and let their teammate use cash in other ways, such as buying troops. &lt;br /&gt;
&lt;br /&gt;
==Solo Farmer Strategy==&lt;br /&gt;
&lt;br /&gt;
Much of what applies to clanned farmers will also apply to solo farmers. The key difference is that you must now interact with the Public Market rather than your own clan economy. &lt;br /&gt;
&lt;br /&gt;
Playing as a solo farmer is a great way to test your flexibility as a player. This strategy allows you to better understand market mechanics, as well as land optimization. There are also many opportunities available for complete strategy changes, such as using magic spells as a Tengu or market bonuses as a Gremlin. &lt;br /&gt;
&lt;br /&gt;
=== Solo Farmer Workflow ===&lt;br /&gt;
&lt;br /&gt;
==== Beginning Turns ====&lt;br /&gt;
This section is exactly the same as the one for clanned farmers. Gain as much land as possible, make as many grains as possible. The only difference is that you will not be provided with troops, crystal balls, or cash. These will all have to be created on your own. &lt;br /&gt;
&lt;br /&gt;
Crystal balls can be acquired by generating enough wizards of your own to spy on other empires. You can also rely on a large naval stack of units to be confident in breaking through any empire without looking to see how much defense they have. Before doing so, be sure to '''check News Center''' to see if the opposing empire has their own large naval stack. &lt;br /&gt;
&lt;br /&gt;
==== Public Market ====&lt;br /&gt;
Cash for solo farmers is supplied via sales of grains on the Public market. You will need cash to keep your empire afloat, as '''holding troops results in upkeep'''. &lt;br /&gt;
&lt;br /&gt;
Selling on the Public Market is a skill of its own, and there is no solid way of predetermining how it should be done. '''The Public Market economy is a social economy''', and changes month-to-month. Some months, you may be the only farmer selling on market. In these cases, you can sell for large amounts, up to $33 or more. &lt;br /&gt;
&lt;br /&gt;
In other cases, there may be multiple farmers competing with each other. You can try to undercut the prices of these farmers so that your grains sell first, but '''this will result in less profits for everyone'''. Learning how to make sure your grains sell, while also keeping their value high, is a tricky and challenging skill to learn.  &lt;br /&gt;
&lt;br /&gt;
=== Solo Farmer Tips ===&lt;br /&gt;
&lt;br /&gt;
==== Market Tips ====&lt;br /&gt;
I find that as a solo player, contacting other empires is crucial to selling your grains. Why compete blindly on the Public Market when you can arrange sales ahead of time to willing buyers in need of food?&lt;br /&gt;
&lt;br /&gt;
This allows you to bypass the seemingly random Public Market sales, and add a bit of objectivity to your game. It also '''forges strong bonds''' with other players who can find themselves relying on your grains to get by. Once you get them hooked, you gain an additional power of suddenly shutting off the supply. This puts you in a position of power that most solo players are desparately in need of to keep up with clans. &lt;br /&gt;
&lt;br /&gt;
Of course, you don't have to use your powers for evil. Mutual benefit is the key to winning as a solo player, so these bonds created through private sales on the Public Market can also provide other benefits. For example, a player that you have been in a business relationship with all month may be reluctant to fireball you at the end of the set, or may be willing to sell you their own production at a discounted rate. There are all kinds of benefits that depend on the context you are in, so always be on the lookout for ways that you can enhance your own position! &lt;br /&gt;
&lt;br /&gt;
One tactic I like to use as a solo farmer is to reach out to other solo players and establish a business relationship. I will find an indy player, and ask that they sell me cheap troops in exchange for cheap grains. I will also reach out to mage and casher players and offer my grains at a discounted price, provided they guarantee to buy them on time. This allows me to take control of my game in a way that benefits both me, and my allies. If I find myself in trouble later, then '''these allies will have a stake in my success as well.''' &lt;br /&gt;
&lt;br /&gt;
=== Other Advice ===&lt;br /&gt;
I've gone through some of these before, but let's recap a bit &lt;br /&gt;
&lt;br /&gt;
* '''Solo Tengu players''' have the option of going full-mage, or hybrid mage, at any point in the game. I once won a set by '''stockpiling grains and mana''' as a Tengu for the first three weeks, then fully transitioning into a Mage so that I can utilize the Tengu magic bonus to cast Tree of Gold for the final week. &lt;br /&gt;
* I was also able to win as a '''Solo Gremlin farmer''' by utilizing the market bonus they have innately. Rather than buying troops from the Public Market and benefitting Gnome resellers, I '''built my own keeps''' every other run in order to use all of my cash on my own economy. This ensured that only I was able to benefit. While my grain production was not as optimal as it could have been, I was able to use all of my profits for my own benefit. This was made easier by leaving a hole in my siege or air units, allowing me to rebuild with keeps more efficiently. &lt;br /&gt;
* Forge bonds with other players as soon as possible. '''Solo players are vulnerable only when they are truly alone'''. If you find a clan that seems to never have enough grains, reach out to them. Offer your grains in return for some benefit such as protection or cheap resources. You can even ask for troop holes so that your own runs are more efficient. I find that even the hardest of players are open to a deal if they think it will benefit them. &lt;br /&gt;
* Likewise, take advantage of the bond that all solos share! Solos have trouble doing everything at once, so making your excess grains available to them will make their lives all the more simplified. In return, they can offer you what you need and '''both players can benefit'''. &lt;br /&gt;
* Utilize your innate benefits. Build boats for offense and tanks for defense. Use your excess grains to form a giant wizard stack. Switch to Past and instantly benefit from 9 defense boat units.&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Farmer&amp;diff=115</id>
		<title>Farmer</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Farmer&amp;diff=115"/>
		<updated>2023-05-01T11:58:30Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:The Farmer Strategy}}&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The farmer builds thousands of farms, grows food, and then sells them [[Pubmarketsell|to the Public Market]] for money. The money is then used to fund the cost of spending turns and to buy military units [[Pubmarketbuy|from the Public Market]].&lt;br /&gt;
&lt;br /&gt;
#Wait for 360 turns.&lt;br /&gt;
#Attack for land.&lt;br /&gt;
# Build farms.&lt;br /&gt;
# Repeat step #2 and #3 until it's no longer possible to send any more attacks.&lt;br /&gt;
#Then spend your remaining turns [[Farm|farming]].&lt;br /&gt;
#Sell all of your food to the Public Market for a fair price.&lt;br /&gt;
#Spend some of the money earned to purchase military units from the Public Market.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Farmer Races''': Gremlin, Tengu  &lt;br /&gt;
&lt;br /&gt;
'''Farmer Buildings''': Farms&lt;br /&gt;
&lt;br /&gt;
'''Farmer Production Tab''': &amp;quot;Farm&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Farmer Era''': Present, sometimes Past  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the '&amp;lt;nowiki/&amp;gt;'''Farm'''&amp;lt;nowiki/&amp;gt;' production tab forms the core flow of the Farmer strategy&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Races&amp;lt;/big&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Gremlin ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': High offense, strong combo of agriculture and consumption bonuses, ability to utilize market bonus. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Difficult to utilize other strategy options  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+10%), Market (+8%), Consumption (+14%), Agriculture (+18%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-6%), Magic (-10%), Industry (-14%), and Economy (-20%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tengu ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Defense and Exploration bonus makes Tengu a better passive empire option, and Magic bonus allows for a hybrid mage built. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low mana gains hamper mage flexibility, and low offense can make gaining land more difficult. Missing a consumption bonus to enhance the agriculture bonus.   &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+12%), Magic (+10%), Exploration (+10%), and Agriculture (+18%)&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Building (-10%), Industry (-14%), Economy (-18%), Consumption (-2%), and Energy (-6%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maximizing Production==&lt;br /&gt;
&lt;br /&gt;
The farming strategy is often seen as one of the easier strategies to get a hang of, and is often recommended to new players. You can find an example of this in the [[Game Guide]] intended for newer players.&lt;br /&gt;
&lt;br /&gt;
That said, farming does not come without its own nuances and depth. As with all strategies, production - and the maximization of it - can come from a variety of methods. Let's go over some of the most important ones. &lt;br /&gt;
&lt;br /&gt;
=== Gaining Land ===&lt;br /&gt;
The production of a farmer is linked most closely to the land that they are on while producing. While this is true to some extent for nearly all strategies, nowhere is it more obvious than on a farmer. &lt;br /&gt;
&lt;br /&gt;
Unlike casher, for example, farmers do not have a tax rate that they can adjust for optimization. They also cannot decide on specific types of production, as an indy can do with their troop allocation or a mage can choose between spell options. &lt;br /&gt;
&lt;br /&gt;
With this in mind, it is imperative that any aspiring farmer (that is not playing a strictly passive empire) focus on acquiring as much land as possible in their runs. &lt;br /&gt;
&lt;br /&gt;
Thankfully, the farmer races are well suited to this. &amp;lt;blockquote&amp;gt;'''Tengu''', for example, comes with an '''exploration bonus'''. You can utilize turns between your attacks to regain health with the explore option. Over time, this will result in more land acres. &lt;br /&gt;
&lt;br /&gt;
'''Gremlin''', on the other hand, has a large '''offensive bonus'''. This makes gremlin suitable for taking land gains from larger empires. Being able to break through higher defenses means that you have access to more land. As always, try to focus on targets with higher land and lower DR in order to maximize land gain. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Troop and Era Benefits ====&lt;br /&gt;
Aside from racial modifiers, farmers have an additional strength that cannot be underestimated. &lt;br /&gt;
&lt;br /&gt;
Since they are often in the '''Present''' era, where agriculture gets the highest bonus, farmers also have access to naval units with the highest offense points! &lt;br /&gt;
&lt;br /&gt;
Battleships in the Present era have the most offense in the game at 9 offense points. The defense is not slacking either, with 6 points of defense each. &lt;br /&gt;
&lt;br /&gt;
This means that farmers have a unique position of being able to break through the defenses of nearly anyone in the game using a large amount of naval units! &lt;br /&gt;
&lt;br /&gt;
Keep in mind, however, that wielding a large 'monostack' of units will make you vulnerable to offensive mage spells. It is almost always worthwhile to keep a stack of wizards around in order to defend against these threats. &lt;br /&gt;
&lt;br /&gt;
With a large enough navy at your disposal, gaining land from even the top empires should be no effort at all. &lt;br /&gt;
&lt;br /&gt;
==Clanned Farmer Strategy==&lt;br /&gt;
&lt;br /&gt;
Nearly every clan will need a farmer of their own. Think of the farmer as a drummer in a band. Everyone wants to play guitar (indy) or be a lead singer (mage), but the band can't function without a strong back-beat. &lt;br /&gt;
&lt;br /&gt;
Your clan mates need food to keep their empires going, and you need troops and cash to keep yours steady as well. Making the most food for your clan ensures that they will never have to worry about making or buying food of their own, and can instead focus on their empires' strengths. Mages in particular tend to eat a lot of food, but keeping them well-stocked means that they can generate even more income for the team. &lt;br /&gt;
&lt;br /&gt;
With this in mind, you can see that the farmer role is essential in any clan, and playing to your best abilities directly results in a more optimal playing environment for both you and your clan mates. &lt;br /&gt;
&lt;br /&gt;
=== Clanned Farmer Workflow ===&lt;br /&gt;
&lt;br /&gt;
==== Beginning Turns ====&lt;br /&gt;
Once you have found a clan to join, it is time to run your turns. In general, as a clanned farmer, you will be looking for areas of opportunity to 'scrape' the most land. This means that you will want to identify targets with high land and low DR that are within your range. Often you will ask your mage player, or another teammate, for a '''crystal ball of potential targets''' that will show you their troop layouts. &lt;br /&gt;
&lt;br /&gt;
Farmers are also well-suited to making wizards of their own, since they will have no trouble feeding large amounts of them. &lt;br /&gt;
&lt;br /&gt;
Once you have found your targets, you can go on an attack as much as possible. I find that in between attacks it is best to first build farms as a method of regaining health, then explore, and then use the ''''Farm'''&amp;lt;nowiki/&amp;gt;' tab. There is no one right answer to this, it is up to you to decide.&lt;br /&gt;
&lt;br /&gt;
That said, once you are on a higher land total you will want to make sure to use the ''''Farm'''&amp;lt;nowiki/&amp;gt;' tab, as it will provide an extra '''25% per turn''' to your production. While 25% may not seem like a lot at the outset, it adds up quickly. Even more if you manage to gain a large amount of land.&lt;br /&gt;
&lt;br /&gt;
==== Aid and Market ====&lt;br /&gt;
Once your run is over, you should now have a large stockpile of grains. At this point, check your clan mate's stats or ask them directly if they need grains. Over time, you will get an understanding for who needs grains, how much they need, and when they need them. &lt;br /&gt;
&lt;br /&gt;
You can send grains directly to your clan mates through the Foreign Aid tab. Sending aid does come with restrictions, and you will not be able to distribute all of your grains at once using this method. You will be able to send a majority of them out, though, so go ahead and distribute your grains to who needs them most. &lt;br /&gt;
&lt;br /&gt;
This often means sending them to the player in your clan that is expected to run next, has the most turns, or plans on using turns the soonest. &lt;br /&gt;
&lt;br /&gt;
Once you have finished aiding grains and ran out of aid credits, you can also arrange sales on the Private Market. &lt;br /&gt;
&lt;br /&gt;
With your remaining grains, you can sell them on the market, either with the intention to have a clan mate pick them up, or to sell to those outside of your clan that may need them. This is a great way to get money onto a farmer, but be wary of selling grains at too low a price to your team publicly, as these grains will be available to all players within 6 hours of selling. &lt;br /&gt;
&lt;br /&gt;
=== Other Considerations ===&lt;br /&gt;
As a clanned farmer, you have a bit more flexibility with your turns than most. Since your goal is primarily to gain land, you may find yourself being positioned more offensively than your teammates. You may also find yourself expected to do more with less resources. Both can be fun and interesting challenges. &lt;br /&gt;
&lt;br /&gt;
==== Offensive Options ====&lt;br /&gt;
Farmers shine even more brightly when at war with another clan. Since they do not have to worry about many details aside from gaining land and distributing food, they are great at using their runs to do massive damage to enemies. This is further enhanced by their proclivity towards naval units, which can break down even the strongest empire's defenses. &lt;br /&gt;
&lt;br /&gt;
Clanned farmers in a wartime environment are often expected to do more damage so that their teammates can still focus on production efforts. Farmers still gain plenty of grains passively, so using their entire runs to attack their enemies is no problem. &lt;br /&gt;
&lt;br /&gt;
One downside, however, is that farmers are vulnerable to kill runs and offensive counterattacks. Everyone knows that farmers are vital to a clan's success, so those you are at war with will always see you as a prime target. '''Killing a clan's farmer deprives them of all of their food, and can completely grind a clan's progress to a halt.''' &lt;br /&gt;
&lt;br /&gt;
Because of this, I recommend that farmers pay attention to era's and troop lines when at war even more carefully than usual. Switching to '''Past''' era, for example, makes your massive boat stack with 9 offense into a massive defensive stack with 9 defense. This can ward off potential standard attacks. You should also pay attention to which lines of troops your opponents are generating, and make sure to have a solid defense of your own. Finally, keep a '''Time Gate''' up at all times so that you can benefit from increased defenses from your allies. &lt;br /&gt;
&lt;br /&gt;
==== Resources and Options ====&lt;br /&gt;
Unfortunate as it may be, farmers often have to make do with less resources than their counterparts. Nobody knows why this is, but most would blame mage players. &lt;br /&gt;
&lt;br /&gt;
Don't let this hold you back, though! Think of it as an opportunity to show off your resourcefulness. &lt;br /&gt;
&lt;br /&gt;
It is important to '''ask your clan for any resource you may need'''. If you need troops, then it is their job to supply them. If you need cash, then it is their job to send it to you. &lt;br /&gt;
&lt;br /&gt;
You may find yourself able to generate additional income through '''market sales''' throughout the set. This can be helpful in making income of your own, but be sure to check that your team is fully stocked in grains. &lt;br /&gt;
&lt;br /&gt;
You may also find a good opportunity at the final day of the set, when grains can no longer be distributed due to aid and market restrictions, to make some unique moves. I personally like to rebuild my '''Gremlin farmers with Keeps''' on the final day so that I can use any remaining cash to buy cheap troops with my Market bonus. This is even better if you are stocked with cash from teammates beforehand, and can come as a surprise to other players who do not expect it. &lt;br /&gt;
&lt;br /&gt;
Tengu players can also take advantage of their '''Magic bonus''' throughout the set to be an additional gatherer of crystal balls. They may also want to generate mana passively throughout the month so that they can use the Tree of Gold spell to generate their own income, and let their teammate use cash in other ways, such as buying troops. &lt;br /&gt;
&lt;br /&gt;
==Solo Farmer Strategy==&lt;br /&gt;
&lt;br /&gt;
Much of what applies to clanned farmers will also apply to solo farmers. The key difference is that you must now interact with the Public Market rather than your own clan economy. &lt;br /&gt;
&lt;br /&gt;
Playing as a solo farmer is a great way to test your flexibility as a player. This strategy allows you to better understand market mechanics, as well as land optimization. There are also many opportunities available for complete strategy changes, such as using magic spells as a Tengu or market bonuses as a Gremlin. &lt;br /&gt;
&lt;br /&gt;
=== Solo Farmer Workflow ===&lt;br /&gt;
&lt;br /&gt;
==== Beginning Turns ====&lt;br /&gt;
This section is exactly the same as the one for clanned farmers. Gain as much land as possible, make as many grains as possible. The only difference is that you will not be provided with troops, crystal balls, or cash. These will all have to be created on your own. &lt;br /&gt;
&lt;br /&gt;
Crystal balls can be acquired by generating enough wizards of your own to spy on other empires. You can also rely on a large naval stack of units to be confident in breaking through any empire without looking to see how much defense they have. Before doing so, be sure to '''check News Center''' to see if the opposing empire has their own large naval stack. &lt;br /&gt;
&lt;br /&gt;
==== Public Market ====&lt;br /&gt;
Cash for solo farmers is supplied via sales of grains on the Public market. You will need cash to keep your empire afloat, as '''holding troops results in upkeep'''. &lt;br /&gt;
&lt;br /&gt;
Selling on the Public Market is a skill of its own, and there is no solid way of predetermining how it should be done. '''The Public Market economy is a social economy''', and changes month-to-month. Some months, you may be the only farmer selling on market. In these cases, you can sell for large amounts, up to $33 or more. &lt;br /&gt;
&lt;br /&gt;
In other cases, there may be multiple farmers competing with each other. You can try to undercut the prices of these farmers so that your grains sell first, but '''this will result in less profts for everyone'''. Learning how to make sure your grains sell, while also keeping their value high, is a tricky and challenging skill to learn.  &lt;br /&gt;
&lt;br /&gt;
=== Solo Farmer Tips ===&lt;br /&gt;
&lt;br /&gt;
==== Market Tips ====&lt;br /&gt;
I find that as a solo player, contacting other empires is crucial to selling your grains. Why compete blindly on the Public Market when you can arrange sales ahead of time to willing buyers in need of food?&lt;br /&gt;
&lt;br /&gt;
This allows you to bypass the seemingly random Public Market sales, and add a bit of objectivity to your game. It also '''forges strong bonds''' with other players who can find themselves relying on your grains to get by. Once you get them hooked, you gain an additional power of suddenly shutting off the supply. This puts you in a position of power that most solo players are desparately in need of to keep up with clans. &lt;br /&gt;
&lt;br /&gt;
Of course, you don't have to use your powers for evil. Mutual benefit is the key to winning as a solo player, so these bonds created through private sales on the Public Market can also provide other benefits. For example, a player that you have been in a business relationship with all month may be reluctant to fireball you at the end of the set, or may be willing to sell you their own production at a discounted rate. There are all kinds of benefits that depend on the context you are in, so always be on the lookout for ways that you can enhance your own position! &lt;br /&gt;
&lt;br /&gt;
One tactic I like to use as a solo farmer is to reach out to other solo players and establish a business relationship. I will find an indy player, and ask that they sell me cheap troops in exchange for cheap grains. I will also reach out to mage and casher players and offer my grains at a discounted price, provided they guarantee to buy them on time. This allows me to take control of my game in a way that benefits both me, and my allies. If I find myself in trouble later, then '''these allies will have a stake in my success as well.''' &lt;br /&gt;
&lt;br /&gt;
=== Other Advice ===&lt;br /&gt;
I've gone through some of these before, but let's recap a bit &lt;br /&gt;
&lt;br /&gt;
* '''Solo Tengu players''' have the option of going full-mage, or hybrid mage, at any point in the game. I once won a set by '''stockpiling grains and mana''' as a Tengu for the first three weeks, then fully transitioning into a Mage so that I can utilize the Tengu magic bonus to cast Tree of Gold for the final week. &lt;br /&gt;
* I was also able to win as a '''Solo Gremlin farmer''' by utilizing the market bonus they have innately. Rather than buying troops from the Public Market and benefitting Gnome resellers, I '''built my own keeps''' every other run in order to use all of my cash on my own economy. This ensured that only I was able to benefit. While my grain production was not as optimal as it could have been, I was able to use all of my profits for my own benefit. This was made easier by leaving a hole in my siege or air units, allowing me to rebuild with keeps more efficiently. &lt;br /&gt;
* Forge bonds with other players as soon as possible. '''Solo players are vulnerable only when they are truly alone'''. If you find a clan that seems to never have enough grains, reach out to them. Offer your grains in return for some benefit such as protection or cheap resources. You can even ask for troop holes so that your own runs are more efficient. I find that even the hardest of players are open to a deal if they think it will benefit them. &lt;br /&gt;
* Likewise, take advantage of the bond that all solos share! Solos have trouble doing everything at once, so making your excess grains available to them will make their lives all the more simplified. In return, they can offer you what you need and '''both players can benefit'''. &lt;br /&gt;
* Utilize your innate benefits. Build boats for offense and tanks for defense. Use your excess grains to form a giant wizard stack. Switch to Past and instantly benefit from 9 defense boat units.&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Farmer&amp;diff=114</id>
		<title>Farmer</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Farmer&amp;diff=114"/>
		<updated>2023-05-01T11:56:39Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:The Farmer Strategy}}&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The farmer builds thousands of farms, grow food, and then sell them [[Pubmarketsell|to the Public Market]] for money. The money is then used to fund the cost of spending turns and to buy military units [[Pubmarketbuy|from the Public Market]].&lt;br /&gt;
&lt;br /&gt;
#Wait for 360 turns.&lt;br /&gt;
#Attack for land.&lt;br /&gt;
# Build farms.&lt;br /&gt;
# Repeat step #2 and #3 until it's no longer possible to send any more attacks.&lt;br /&gt;
#Then spend your remaining turns [[Farm|farming]].&lt;br /&gt;
#Sell all of your food to the Public Market for a fair price.&lt;br /&gt;
#Spend some of the money earned to purchase military units from the Public Market.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Farmer Races''': Gremlin, Tengu  &lt;br /&gt;
&lt;br /&gt;
'''Farmer Buildings''': Farms&lt;br /&gt;
&lt;br /&gt;
'''Farmer Production Tab''': &amp;quot;Farm&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Farmer Era''': Present, sometimes Past  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the '&amp;lt;nowiki/&amp;gt;'''Farm'''&amp;lt;nowiki/&amp;gt;' production tab forms the core flow of the Farmer strategy&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Races&amp;lt;/big&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Gremlin ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': High offense, strong combo of agriculture and consumption bonuses, ability to utilize market bonus. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Difficult to utilize other strategy options  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+10%), Market (+8%), Consumption (+14%), Agriculture (+18%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-6%), Magic (-10%), Industry (-14%), and Economy (-20%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tengu ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Defense and Exploration bonus makes Tengu a better passive empire option, and Magic bonus allows for a hybrid mage built. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low mana gains hamper mage flexibility, and low offense can make gaining land more difficult. Missing a consumption bonus to enhance the agriculture bonus.   &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+12%), Magic (+10%), Exploration (+10%), and Agriculture (+18%)&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Building (-10%), Industry (-14%), Economy (-18%), Consumption (-2%), and Energy (-6%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maximizing Production==&lt;br /&gt;
&lt;br /&gt;
The farming strategy is often seen as one of the easier strategies to get a hang of, and is often recommended to new players. You can find an example of this in the [[Game Guide]] intended for newer players.&lt;br /&gt;
&lt;br /&gt;
That said, farming does not come without its own nuances and depth. As with all strategies, production - and the maximization of it - can come from a variety of methods. Let's go over some of the most important ones. &lt;br /&gt;
&lt;br /&gt;
=== Gaining Land ===&lt;br /&gt;
The production of a farmer is linked most closely to the land that they are on while producing. While this is true to some extent for nearly all strategies, nowhere is it more obvious than on a farmer. &lt;br /&gt;
&lt;br /&gt;
Unlike casher, for example, farmers do not have a tax rate that they can adjust for optimization. They also cannot decide on specific types of production, as an indy can do with their troop allocation or a mage can choose between spell options. &lt;br /&gt;
&lt;br /&gt;
With this in mind, it is imperative that any aspiring farmer (that is not playing a strictly passive empire) focus on acquiring as much land as possible in their runs. &lt;br /&gt;
&lt;br /&gt;
Thankfully, the farmer races are well suited to this. &amp;lt;blockquote&amp;gt;'''Tengu''', for example, comes with an '''exploration bonus'''. You can utilize turns between your attacks to regain health with the explore option. Over time, this will result in more land acres. &lt;br /&gt;
&lt;br /&gt;
'''Gremlin''', on the other hand, has a large '''offensive bonus'''. This makes gremlin suitable for taking land gains from larger empires. Being able to break through higher defenses means that you have access to more land. As always, try to focus on targets with higher land and lower DR in order to maximize land gain. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Troop and Era Benefits ====&lt;br /&gt;
Aside from racial modifiers, farmers have an additional strength that cannot be underestimated. &lt;br /&gt;
&lt;br /&gt;
Since they are often in the '''Present''' era, where agriculture gets the highest bonus, farmers also have access to naval units with the highest offense points! &lt;br /&gt;
&lt;br /&gt;
Battleships in the Present era have the most offense in the game at 9 offense points. The defense is not slacking either, with 6 points of defense each. &lt;br /&gt;
&lt;br /&gt;
This means that farmers have a unique position of being able to break through the defenses of nearly anyone in the game using a large amount of naval units! &lt;br /&gt;
&lt;br /&gt;
Keep in mind, however, that wielding a large 'monostack' of units will make you vulnerable to offensive mage spells. It is almost always worthwhile to keep a stack of wizards around in order to defend against these threats. &lt;br /&gt;
&lt;br /&gt;
With a large enough navy at your disposal, gaining land from even the top empires should be no effort at all. &lt;br /&gt;
&lt;br /&gt;
==Clanned Farmer Strategy==&lt;br /&gt;
&lt;br /&gt;
Nearly every clan will need a farmer of their own. Think of the farmer as a drummer in a band. Everyone wants to play guitar (indy) or be a lead singer (mage), but the band can't function without a strong back-beat. &lt;br /&gt;
&lt;br /&gt;
Your clan mates need food to keep their empires going, and you need troops and cash to keep yours steady as well. Making the most food for your clan ensures that they will never have to worry about making or buying food of their own, and can instead focus on their empires' strengths. Mages in particular tend to eat a lot of food, but keeping them well-stocked means that they can generate even more income for the team. &lt;br /&gt;
&lt;br /&gt;
With this in mind, you can see that the farmer role is essential in any clan, and playing to your best abilities directly results in a more optimal playing environment for both you and your clan mates. &lt;br /&gt;
&lt;br /&gt;
=== Clanned Farmer Workflow ===&lt;br /&gt;
&lt;br /&gt;
==== Beginning Turns ====&lt;br /&gt;
Once you have found a clan to join, it is time to run your turns. In general, as a clanned farmer, you will be looking for areas of opportunity to 'scrape' the most land. This means that you will want to identify targets with high land and low DR that are within your range. Often you will ask your mage player, or another teammate, for a '''crystal ball of potential targets''' that will show you their troop layouts. &lt;br /&gt;
&lt;br /&gt;
Farmers are also well-suited to making wizards of their own, since they will have no trouble feeding large amounts of them. &lt;br /&gt;
&lt;br /&gt;
Once you have found your targets, you can go on an attack as much as possible. I find that in between attacks it is best to first build farms as a method of regaining health, then explore, and then use the ''''Farm'''&amp;lt;nowiki/&amp;gt;' tab. There is no one right answer to this, it is up to you to decide.&lt;br /&gt;
&lt;br /&gt;
That said, once you are on a higher land total you will want to make sure to use the ''''Farm'''&amp;lt;nowiki/&amp;gt;' tab, as it will provide an extra '''25% per turn''' to your production. While 25% may not seem like a lot at the outset, it adds up quickly. Even more if you manage to gain a large amount of land.&lt;br /&gt;
&lt;br /&gt;
==== Aid and Market ====&lt;br /&gt;
Once your run is over, you should now have a large stockpile of grains. At this point, check your clan mate's stats or ask them directly if they need grains. Over time, you will get an understanding for who needs grains, how much they need, and when they need them. &lt;br /&gt;
&lt;br /&gt;
You can send grains directly to your clan mates through the Foreign Aid tab. Sending aid does come with restrictions, and you will not be able to distribute all of your grains at once using this method. You will be able to send a majority of them out, though, so go ahead and distribute your grains to who needs them most. &lt;br /&gt;
&lt;br /&gt;
This often means sending them to the player in your clan that is expected to run next, has the most turns, or plans on using turns the soonest. &lt;br /&gt;
&lt;br /&gt;
Once you have finished aiding grains and ran out of aid credits, you can also arrange sales on the Private Market. &lt;br /&gt;
&lt;br /&gt;
With your remaining grains, you can sell them on the market, either with the intention to have a clan mate pick them up, or to sell to those outside of your clan that may need them. This is a great way to get money onto a farmer, but be wary of selling grains at too low a price to your team publicly, as these grains will be available to all players within 6 hours of selling. &lt;br /&gt;
&lt;br /&gt;
=== Other Considerations ===&lt;br /&gt;
As a clanned farmer, you have a bit more flexibility with your turns than most. Since your goal is primarily to gain land, you may find yourself being positioned more offensively than your teammates. You may also find yourself expected to do more with less resources. Both can be fun and interesting challenges. &lt;br /&gt;
&lt;br /&gt;
==== Offensive Options ====&lt;br /&gt;
Farmers shine even more brightly when at war with another clan. Since they do not have to worry about many details aside from gaining land and distributing food, they are great at using their runs to do massive damage to enemies. This is further enhanced by their proclivity towards naval units, which can break down even the strongest empire's defenses. &lt;br /&gt;
&lt;br /&gt;
Clanned farmers in a wartime environment are often expected to do more damage so that their teammates can still focus on production efforts. Farmers still gain plenty of grains passively, so using their entire runs to attack their enemies is no problem. &lt;br /&gt;
&lt;br /&gt;
One downside, however, is that farmers are vulnerable to kill runs and offensive counterattacks. Everyone knows that farmers are vital to a clan's success, so those you are at war with will always see you as a prime target. '''Killing a clan's farmer deprives them of all of their food, and can completely grind a clan's progress to a halt.''' &lt;br /&gt;
&lt;br /&gt;
Because of this, I recommend that farmers pay attention to era's and troop lines when at war even more carefully than usual. Switching to '''Past''' era, for example, makes your massive boat stack with 9 offense into a massive defensive stack with 9 defense. This can ward off potential standard attacks. You should also pay attention to which lines of troops your opponents are generating, and make sure to have a solid defense of your own. Finally, keep a '''Time Gate''' up at all times so that you can benefit from increased defenses from your allies. &lt;br /&gt;
&lt;br /&gt;
==== Resources and Options ====&lt;br /&gt;
Unfortunate as it may be, farmers often have to make do with less resources than their counterparts. Nobody knows why this is, but most would blame mage players. &lt;br /&gt;
&lt;br /&gt;
Don't let this hold you back, though! Think of it as an opportunity to show off your resourcefulness. &lt;br /&gt;
&lt;br /&gt;
It is important to '''ask your clan for any resource you may need'''. If you need troops, then it is their job to supply them. If you need cash, then it is their job to send it to you. &lt;br /&gt;
&lt;br /&gt;
You may find yourself able to generate additional income through '''market sales''' throughout the set. This can be helpful in making income of your own, but be sure to check that your team is fully stocked in grains. &lt;br /&gt;
&lt;br /&gt;
You may also find a good opportunity at the final day of the set, when grains can no longer be distributed due to aid and market restrictions, to make some unique moves. I personally like to rebuild my '''Gremlin farmers with Keeps''' on the final day so that I can use any remaining cash to buy cheap troops with my Market bonus. This is even better if you are stocked with cash from teammates beforehand, and can come as a surprise to other players who do not expect it. &lt;br /&gt;
&lt;br /&gt;
Tengu players can also take advantage of their '''Magic bonus''' throughout the set to be an additional gatherer of crystal balls. They may also want to generate mana passively throughout the month so that they can use the Tree of Gold spell to generate their own income, and let their teammate use cash in other ways, such as buying troops. &lt;br /&gt;
&lt;br /&gt;
==Solo Farmer Strategy==&lt;br /&gt;
&lt;br /&gt;
Much of what applies to clanned farmers will also apply to solo farmers. The key difference is that you must now interact with the Public Market rather than your own clan economy. &lt;br /&gt;
&lt;br /&gt;
Playing as a solo farmer is a great way to test your flexibility as a player. This strategy allows you to better understand market mechanics, as well as land optimization. There are also many opportunities available for complete strategy changes, such as using magic spells as a Tengu or market bonuses as a Gremlin. &lt;br /&gt;
&lt;br /&gt;
=== Solo Farmer Workflow ===&lt;br /&gt;
&lt;br /&gt;
==== Beginning Turns ====&lt;br /&gt;
This section is exactly the same as the one for clanned farmers. Gain as much land as possible, make as many grains as possible. The only difference is that you will not be provided with troops, crystal balls, or cash. These will all have to be created on your own. &lt;br /&gt;
&lt;br /&gt;
Crystal balls can be acquired by generating enough wizards of your own to spy on other empires. You can also rely on a large naval stack of units to be confident in breaking through any empire without looking to see how much defense they have. Before doing so, be sure to '''check News Center''' to see if the opposing empire has their own large naval stack. &lt;br /&gt;
&lt;br /&gt;
==== Public Market ====&lt;br /&gt;
Cash for solo farmers is supplied via sales of grains on the Public market. You will need cash to keep your empire afloat, as '''holding troops results in upkeep'''. &lt;br /&gt;
&lt;br /&gt;
Selling on the Public Market is a skill of its own, and there is no solid way of predetermining how it should be done. '''The Public Market economy is a social economy''', and changes month-to-month. Some months, you may be the only farmer selling on market. In these cases, you can sell for large amounts, up to $33 or more. &lt;br /&gt;
&lt;br /&gt;
In other cases, there may be multiple farmers competing with each other. You can try to undersell these farmers so that your grains sell first, but '''this will result in less profts for everyone'''. Learning how to make sure your grains sell, while also keeping their value high, is a tricky and challenging skill to learn. &lt;br /&gt;
&lt;br /&gt;
I find that as a solo player, contacting other empires is key to selling your grains. Why compete blindly on the Public Market when you can arrange sales ahead of time to willing buyers in need of food? &lt;br /&gt;
&lt;br /&gt;
=== Solo Farmer Tips ===&lt;br /&gt;
&lt;br /&gt;
==== Market Tips ====&lt;br /&gt;
This allows you to bypass the seemingly random Public Market sales, and add a bit of objectivity to your game. It also '''forges strong bonds''' with other players who can find themselves relying on your grains to get by. Once you get them hooked, you gain an additional power of suddenly shutting off the supply. This puts you in a position of power that most solo players are desparately in need of to keep up with clans. &lt;br /&gt;
&lt;br /&gt;
Of course, you don't have to use your powers for evil. Mutual benefit is the key to winning as a solo player, so these bonds created through private sales on the Public Market can also provide other benefits. For example, a player that you have been in a business relationship with all month may be reluctant to fireball you at the end of the set, or may be willing to sell you their own production at a discounted rate. There are all kinds of benefits that depend on the context you are in, so always be on the lookout for ways that you can enhance your own position! &lt;br /&gt;
&lt;br /&gt;
One tactic I like to use as a solo farmer is to reach out to other solo players and establish a business relationship. I will find an indy player, and ask that they sell me cheap troops in exchange for cheap grains. I will also reach out to mage and casher players and offer my grains at a discounted price, provided they guarantee to buy them on time. This allows me to take control of my game in a way that benefits both me, and my allies. If I find myself in trouble later, then '''these allies will have a stake in my success as well.''' &lt;br /&gt;
&lt;br /&gt;
=== Other Advice ===&lt;br /&gt;
I've gone through some of these before, but let's recap a bit &lt;br /&gt;
&lt;br /&gt;
* '''Solo Tengu players''' have the option of going full-mage, or hybrid mage, at any point in the game. I once won a set by '''stockpiling grains and mana''' as a Tengu for the first three weeks, then fully transitioning into a Mage so that I can utilize the Tengu magic bonus to cast Tree of Gold for the final week. &lt;br /&gt;
* I was also able to win as a '''Solo Gremlin farmer''' by utilizing the market bonus they have innately. Rather than buying troops from the Public Market and benefitting Gnome resellers, I '''built my own keeps''' every other run in order to use all of my cash on my own economy. This ensured that only I was able to benefit. While my grain production was not as optimal as it could have been, I was able to use all of my profits for my own benefit. This was made easier by leaving a hole in my siege or air units, allowing me to rebuild with keeps more efficiently. &lt;br /&gt;
* Forge bonds with other players as soon as possible. '''Solo players are vulnerable only when they are truly alone'''. If you find a clan that seems to never have enough grains, reach out to them. Offer your grains in return for some benefit such as protection or cheap resources. You can even ask for troop holes so that your own runs are more efficient. I find that even the hardest of players are open to a deal if they think it will benefit them. &lt;br /&gt;
* Likewise, take advantage of the bond that all solos share! Solos have trouble doing everything at once, so making your excess grains available to them will make their lives all the more simplified. In return, they can offer you what you need and '''both players can benefit'''. &lt;br /&gt;
* Utilize your innate benefits. Build boats for offense and tanks for defense. Use your excess grains to form a giant wizard stack. Switch to Past and instantly benefit from 9 defense boat units.&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Farmer&amp;diff=113</id>
		<title>Farmer</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Farmer&amp;diff=113"/>
		<updated>2023-05-01T11:17:05Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:The Farmer Strategy}}&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The farmer builds thousands of farms, grow food, and then sell them [[Pubmarketsell|to the Public Market]] for money. The money is then used to fund the cost of spending turns and to buy military units [[Pubmarketbuy|from the Public Market]].&lt;br /&gt;
&lt;br /&gt;
#Wait for 360 turns.&lt;br /&gt;
#Attack for land.&lt;br /&gt;
# Build farms.&lt;br /&gt;
# Repeat step #2 and #3 until it's no longer possible to send any more attacks.&lt;br /&gt;
#Then spend your remaining turns [[Farm|farming]].&lt;br /&gt;
#Sell all of your food to the Public Market for a fair price.&lt;br /&gt;
#Spend some of the money earned to purchase military units from the Public Market.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Farmer Races''': Gremlin, Tengu  &lt;br /&gt;
&lt;br /&gt;
'''Farmer Buildings''': Farms&lt;br /&gt;
&lt;br /&gt;
'''Farmer Production Tab''': &amp;quot;Farm&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Farmer Era''': Present, sometimes Past  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the '&amp;lt;nowiki/&amp;gt;'''Farm'''&amp;lt;nowiki/&amp;gt;' production tab forms the core flow of the Farmer strategy&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Races&amp;lt;/big&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Gremlin ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': High offense, strong combo of agriculture and consumption bonuses, ability to utilize market bonus. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Difficult to utilize other strategy options  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+10%), Market (+8%), Consumption (+14%), Agriculture (+18%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-6%), Magic (-10%), Industry (-14%), and Economy (-20%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tengu ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Defense and Exploration bonus makes Tengu a better passive empire option, and Magic bonus allows for a hybrid mage built. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low mana gains hamper mage flexibility, and low offense can make gaining land more difficult. Missing a consumption bonus to enhance the agriculture bonus.   &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+12%), Magic (+10%), Exploration (+10%), and Agriculture (+18%)&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Building (-10%), Industry (-14%), Economy (-18%), Consumption (-2%), and Energy (-6%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maximizing Production==&lt;br /&gt;
&lt;br /&gt;
The farming strategy is often seen as one of the easier strategies to get a hang of, and is often recommended to new players. You can find an example of this in the [[Game Guide]] intended for newer players.&lt;br /&gt;
&lt;br /&gt;
That said, farming does not come without its own nuances and depth. As with all strategies, production - and the maximization of it - can come from a variety of methods. Let's go over some of the most important ones. &lt;br /&gt;
&lt;br /&gt;
=== Gaining Land ===&lt;br /&gt;
The production of a farmer is linked most closely to the land that they are on while producing. While this is true to some extent for nearly all strategies, nowhere is it more obvious than on a farmer. &lt;br /&gt;
&lt;br /&gt;
Unlike casher, for example, farmers do not have a tax rate that they can adjust for optimization. They also cannot decide on specific types of production, as an indy can do with their troop allocation or a mage can choose between spell options. &lt;br /&gt;
&lt;br /&gt;
With this in mind, it is imperative that any aspiring farmer (that is not playing a strictly passive empire) focus on acquiring as much land as possible in their runs. &lt;br /&gt;
&lt;br /&gt;
Thankfully, the farmer races are well suited to this. &amp;lt;blockquote&amp;gt;'''Tengu''', for example, comes with an '''exploration bonus'''. You can utilize turns between your attacks to regain health with the explore option. Over time, this will result in more land acres. &lt;br /&gt;
&lt;br /&gt;
'''Gremlin''', on the other hand, has a large '''offensive bonus'''. This makes gremlin suitable for taking land gains from larger empires. Being able to break through higher defenses means that you have access to more land. As always, try to focus on targets with higher land and lower DR in order to maximize land gain. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Troop and Era Benefits ====&lt;br /&gt;
Aside from racial modifiers, farmers have an additional strength that cannot be underestimated. &lt;br /&gt;
&lt;br /&gt;
Since they are often in the '''Present''' era, where agriculture gets the highest bonus, farmers also have access to naval units with the highest offense points! &lt;br /&gt;
&lt;br /&gt;
Battleships in the Present era have the most offense in the game at 9 offense points. The defense is not slacking either, with 6 points of defense each. &lt;br /&gt;
&lt;br /&gt;
This means that farmers have a unique position of being able to break through the defenses of nearly anyone in the game using a large amount of naval units! &lt;br /&gt;
&lt;br /&gt;
Keep in mind, however, that wielding a large 'monostack' of units will make you vulnerable to offensive mage spells. It is almost always worthwhile to keep a stack of wizards around in order to defend against these threats. &lt;br /&gt;
&lt;br /&gt;
With a large enough navy at your disposal, gaining land from even the top empires should be no effort at all. &lt;br /&gt;
&lt;br /&gt;
==Clanned Farmer Strategy==&lt;br /&gt;
&lt;br /&gt;
Nearly every clan will need a farmer of their own. Think of the farmer as a drummer in a band. Everyone wants to play guitar (indy) or be a lead singer (mage), but the band can't function without a strong back-beat. &lt;br /&gt;
&lt;br /&gt;
Your clan mates need food to keep their empires going, and you need troops and cash to keep yours steady as well. Making the most food for your clan ensures that they will never have to worry about making or buying food of their own, and can instead focus on their empires' strengths. Mages in particular tend to eat a lot of food, but keeping them well-stocked means that they can generate even more income for the team. &lt;br /&gt;
&lt;br /&gt;
With this in mind, you can see that the farmer role is essential in any clan, and playing to your best abilities directly results in a more optimal playing environment for both you and your clan mates. &lt;br /&gt;
&lt;br /&gt;
=== Clanned Farmer Workflow ===&lt;br /&gt;
&lt;br /&gt;
==== Beginning Turns ====&lt;br /&gt;
Once you have found a clan to join, it is time to run your turns. In general, as a clanned farmer, you will be looking for areas of opportunity to 'scrape' the most land. This means that you will want to identify targets with high land and low DR that are within your range. Often you will ask your mage player, or another teammate, for a '''crystal ball of potential targets''' that will show you their troop layouts. &lt;br /&gt;
&lt;br /&gt;
Farmers are also well-suited to making wizards of their own, since they will have no trouble feeding large amounts of them. &lt;br /&gt;
&lt;br /&gt;
Once you have found your targets, you can go on an attack as much as possible. I find that in between attacks it is best to first build farms as a method of regaining health, then explore, and then use the ''''Farm'''&amp;lt;nowiki/&amp;gt;' tab. There is no one right answer to this, it is up to you to decide.&lt;br /&gt;
&lt;br /&gt;
That said, once you are on a higher land total you will want to make sure to use the ''''Farm'''&amp;lt;nowiki/&amp;gt;' tab, as it will provide an extra '''25% per turn''' to your production. While 25% may not seem like a lot at the outset, it adds up quickly. Even more if you manage to gain a large amount of land.&lt;br /&gt;
&lt;br /&gt;
==== Aid and Market ====&lt;br /&gt;
Once your run is over, you should now have a large stockpile of grains. At this point, check your clan mate's stats or ask them directly if they need grains. Over time, you will get an understanding for who needs grains, how much they need, and when they need them. &lt;br /&gt;
&lt;br /&gt;
You can send grains directly to your clan mates through the Foreign Aid tab. Sending aid does come with restrictions, and you will not be able to distribute all of your grains at once using this method. You will be able to send a majority of them out, though, so go ahead and distribute your grains to who needs them most. &lt;br /&gt;
&lt;br /&gt;
This often means sending them to the player in your clan that is expected to run next, has the most turns, or plans on using turns the soonest. &lt;br /&gt;
&lt;br /&gt;
Once you have finished aiding grains and ran out of aid credits, you can also arrange sales on the Private Market. &lt;br /&gt;
&lt;br /&gt;
With your remaining grains, you can sell them on the market, either with the intention to have a clan mate pick them up, or to sell to those outside of your clan that may need them. This is a great way to get money onto a farmer, but be wary of selling grains at too low a price to your team publicly, as these grains will be available to all players within 6 hours of selling. &lt;br /&gt;
&lt;br /&gt;
=== Other Considerations ===&lt;br /&gt;
As a clanned farmer, you have a bit more flexibility with your turns than most. Since your goal is primarily to gain land, you may find yourself being positioned more offensively than your teammates. You may also find yourself expected to do more with less resources. Both can be fun and interesting challenges. &lt;br /&gt;
&lt;br /&gt;
==== Offensive Options ====&lt;br /&gt;
Farmers shine even more brightly when at war with another clan. Since they do not have to worry about many details aside from gaining land and distributing food, they are great at using their runs to do massive damage to enemies. This is further enhanced by their proclivity towards naval units, which can break down even the strongest empire's defenses. &lt;br /&gt;
&lt;br /&gt;
Clanned farmers in a wartime environment are often expected to do more damage so that their teammates can still focus on production efforts. Farmers still gain plenty of grains passively, so using their entire runs to attack their enemies is no problem. &lt;br /&gt;
&lt;br /&gt;
One downside, however, is that farmers are vulnerable to kill runs and offensive counterattacks. Everyone knows that farmers are vital to a clan's success, so those you are at war with will always see you as a prime target. '''Killing a clan's farmer deprives them of all of their food, and can completely grind a clan's progress to a halt.''' &lt;br /&gt;
&lt;br /&gt;
Because of this, I recommend that farmers pay attention to era's and troop lines when at war even more carefully than usual. Switching to '''Past''' era, for example, makes your massive boat stack with 9 offense into a massive defensive stack with 9 defense. This can ward off potential standard attacks. You should also pay attention to which lines of troops your opponents are generating, and make sure to have a solid defense of your own. Finally, keep a '''Time Gate''' up at all times so that you can benefit from increased defenses from your allies. &lt;br /&gt;
&lt;br /&gt;
==== Resources and Options ====&lt;br /&gt;
Unfortunate as it may be, farmers often have to make do with less resources than their counterparts. Nobody knows why this is, but most would blame mage players. &lt;br /&gt;
&lt;br /&gt;
Don't let this hold you back, though! Think of it as an opportunity to show off your resourcefulness. &lt;br /&gt;
&lt;br /&gt;
It is important to '''ask your clan for any resource you may need'''. If you need troops, then it is their job to supply them. If you need cash, then it is their job to send it to you. &lt;br /&gt;
&lt;br /&gt;
You may find yourself able to generate additional income through '''market sales''' throughout the set. This can be helpful in making income of your own, but be sure to check that your team is fully stocked in grains. &lt;br /&gt;
&lt;br /&gt;
You may also find a good opportunity at the final day of the set, when grains can no longer be distributed due to aid and market restrictions, to make some unique moves. I personally like to rebuild my '''Gremlin farmers with Keeps''' on the final day so that I can use any remaining cash to buy cheap troops with my Market bonus. This is even better if you are stocked with cash from teammates beforehand, and can come as a surprise to other players who do not expect it. &lt;br /&gt;
&lt;br /&gt;
Tengu players can also take advantage of their '''Magic bonus''' throughout the set to be an additional gatherer of crystal balls. They may also want to generate mana passively throughout the month so that they can use the Tree of Gold spell to generate their own income, and let their teammate use cash in other ways, such as buying troops. &lt;br /&gt;
&lt;br /&gt;
==Solo Farmer Strategy==&lt;br /&gt;
&lt;br /&gt;
Much of what applies to clanned farmers will also apply to solo farmers. The key difference is that you must now interact with the Public Market rather than your own clan economy. &lt;br /&gt;
&lt;br /&gt;
Playing as a solo farmer is a great way to test your flexibility as a player. This strategy allows you to better understand market mechanics, as well as land optimization. There are also many opportunities available for complete strategy changes, such as using magic spells as a Tengu or market bonuses as a Gremlin. &lt;br /&gt;
&lt;br /&gt;
=== Solo Farmer Workflow ===&lt;br /&gt;
&lt;br /&gt;
==== Beginning Turns ====&lt;br /&gt;
This section is exactly the same as the one for clanned farmers. Gain as much land as possible, make as many grains as possible. The only difference is that you will not be provided with troops, crystal balls, or cash. These will all have to be created on your own. &lt;br /&gt;
&lt;br /&gt;
Crystal balls can be acquired by generating enough wizards of your own to spy on other empires. You can also rely on a large naval stack of units to be confident in breaking through any empire without looking to see how much defense they have. Before doing so, be sure to '''check News Center''' to see if the opposing empire has their own large naval stack. &lt;br /&gt;
&lt;br /&gt;
==== Public Market ====&lt;br /&gt;
Cash for solo farmers is supplied via sales of grains on the Public market. You will need cash to keep your empire afloat, as '''holding troops results in upkeep'''. &lt;br /&gt;
&lt;br /&gt;
Selling on the Public Market is a skill of its own, and there is no solid way of predetermining how it should be done. '''The Public Market economy is a social economy''', and changes month-to-month. Some months, you may be the only farmer selling on market. In these cases, you can sell for large amounts, up to $33 or more. &lt;br /&gt;
&lt;br /&gt;
In other cases, there may be multiple farmers competing with each other. You can try to undersell these farmers so that your grains sell first, but '''this will result in less profts for everyone'''. Learning how to make sure your grains sell, while also keeping their value high, is a tricky and challenging skill to learn. &lt;br /&gt;
&lt;br /&gt;
I find that as a solo player, contacting other empires is key to selling your grains. Why compete blindly on the Public Market when you can arrange sales ahead of time to willing buyers in need of food? &lt;br /&gt;
&lt;br /&gt;
=== Solo Farmer Tips ===&lt;br /&gt;
&lt;br /&gt;
==== Market Tips ====&lt;br /&gt;
This allows you to bypass the seemingly random Public Market sales, and add a bit of objectivity to your game. It also '''forges strong bonds''' with other players who can find themselves relying on your grains to get by. Once you get them hooked, you gain an additional power of suddenly shutting off the supply. This puts you in a position of power that most solo players are desparately in need of to keep up with clans. &lt;br /&gt;
&lt;br /&gt;
Of course, you don't have to use your powers for evil. Mutual benefit is the key to winning as a solo player, so these bonds created through private sales on the Public Market can also provide other benefits. For example, a player that you have been in a business relationship with all month may be reluctant to fireball you at the end of the set, or may be willing to sell you their own production at a discounted rate. There are all kinds of benefits that depend on the context you are in, so always be on the lookout for ways that you can enhance your own position! &lt;br /&gt;
&lt;br /&gt;
One tactic I like to use as a solo farmer is to reach out to other solo players and establish a business relationship. I will find an indy player, and ask that they sell me cheap troops in exchange for cheap grains. I will also reach out to mage and casher players and offer my grains at a discounted price, provided they guarantee to buy them on time. This allows me to take control of my game in a way that benefits both me, and my allies. If I find myself in trouble later, then '''these allies will have a stake in my success as well.''' &lt;br /&gt;
&lt;br /&gt;
=== Other Advice ===&lt;br /&gt;
I've gone through some of these before, but let's recap a bit &lt;br /&gt;
&lt;br /&gt;
* '''Solo Tengu players''' have the option of going full-mage, or hybrid mage, at any point in the game. I once won a set by '''stockpiling grains and mana''' as a Tengu for the first three weeks, then fully transitioning into a Mage so that I can utilize the Tengu magic bonus to cast Tree of Gold for the final week. &lt;br /&gt;
* I was also able to win as a '''Solo Gremlin farmer''' by utilizing the market bonus they have innately. Rather than buying troops from the Public Market and benefitting Gnome resellers, I '''built my own keeps''' every other run in order to use all of my cash on my own economy. This ensured that only I was able to benefit. While my grain production was not as optimal as it could have been, I was able to use all of my profits for my own benefit. This was made easier by leaving a hole in my siege or air units, allowing me to rebuild with keeps more efficiently. &lt;br /&gt;
* Forge bonds with other players as soon as possible. '''Solo players are vulnerable only when they are alone'''. If you find a clan that seems to never have enough grains, reach out to them. Offer your grains in return for some benefit such as protection or cheap resources. You can even ask for troop holes so that your own runs are more efficient. I find that even the hardest of players are open to a deal if they think it will benefit them. &lt;br /&gt;
* Likewise, take advantage of the bond that all solos share! Solos have trouble doing everything at once, so making your excess grains available to them will make their lives all the more simplified. In return, they can offer you what you need and '''both players can benefit'''. &lt;br /&gt;
* Utilize your innate benefits. Build boats for offense and tanks for defense. Use your excess grains to form a giant wizard stack. Switch to Past and instantly benefit from 9 defense boat units.&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Farmer&amp;diff=112</id>
		<title>Farmer</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Farmer&amp;diff=112"/>
		<updated>2023-05-01T11:16:40Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:The Farmer Strategy}}&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The farmer builds thousands of farms, grow food, and then sell them [[Pubmarketsell|to the Public Market]] for money. The money is then used to fund the cost of spending turns and to buy military units [[Pubmarketbuy|from the Public Market]].&lt;br /&gt;
&lt;br /&gt;
#Wait for 360 turns.&lt;br /&gt;
#Attack for land.&lt;br /&gt;
# Build farms.&lt;br /&gt;
# Repeat step #2 and #3 until it's no longer possible to send any more attacks.&lt;br /&gt;
#Then spend your remaining turns [[Farm|farming]].&lt;br /&gt;
#Sell all of your food to the Public Market for a fair price.&lt;br /&gt;
#Spend some of the money earned to purchase military units from the Public Market.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Farmer Races''': Gremlin, Tengu  &lt;br /&gt;
&lt;br /&gt;
'''Farmer Buildings''': Farms&lt;br /&gt;
&lt;br /&gt;
'''Farmer Production Tab''': &amp;quot;Farm&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Farmer Era''': Present, sometimes Past  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the '&amp;lt;nowiki/&amp;gt;'''Farm'''&amp;lt;nowiki/&amp;gt;' production tab forms the core flow of the Farmer strategy&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== '''Gremlin''' ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': High offense, strong combo of agriculture and consumption bonuses, ability to utilize market bonus. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Difficult to utilize other strategy options  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+10%), Market (+8%), Consumption (+14%), Agriculture (+18%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-6%), Magic (-10%), Industry (-14%), and Economy (-20%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== '''Tengu''' ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Defense and Exploration bonus makes Tengu a better passive empire option, and Magic bonus allows for a hybrid mage built. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low mana gains hamper mage flexibility, and low offense can make gaining land more difficult. Missing a consumption bonus to enhance the agriculture bonus.   &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+12%), Magic (+10%), Exploration (+10%), and Agriculture (+18%)&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Building (-10%), Industry (-14%), Economy (-18%), Consumption (-2%), and Energy (-6%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maximizing Production==&lt;br /&gt;
&lt;br /&gt;
The farming strategy is often seen as one of the easier strategies to get a hang of, and is often recommended to new players. You can find an example of this in the [[Game Guide]] intended for newer players.&lt;br /&gt;
&lt;br /&gt;
That said, farming does not come without its own nuances and depth. As with all strategies, production - and the maximization of it - can come from a variety of methods. Let's go over some of the most important ones. &lt;br /&gt;
&lt;br /&gt;
=== Gaining Land ===&lt;br /&gt;
The production of a farmer is linked most closely to the land that they are on while producing. While this is true to some extent for nearly all strategies, nowhere is it more obvious than on a farmer. &lt;br /&gt;
&lt;br /&gt;
Unlike casher, for example, farmers do not have a tax rate that they can adjust for optimization. They also cannot decide on specific types of production, as an indy can do with their troop allocation or a mage can choose between spell options. &lt;br /&gt;
&lt;br /&gt;
With this in mind, it is imperative that any aspiring farmer (that is not playing a strictly passive empire) focus on acquiring as much land as possible in their runs. &lt;br /&gt;
&lt;br /&gt;
Thankfully, the farmer races are well suited to this. &amp;lt;blockquote&amp;gt;'''Tengu''', for example, comes with an '''exploration bonus'''. You can utilize turns between your attacks to regain health with the explore option. Over time, this will result in more land acres. &lt;br /&gt;
&lt;br /&gt;
'''Gremlin''', on the other hand, has a large '''offensive bonus'''. This makes gremlin suitable for taking land gains from larger empires. Being able to break through higher defenses means that you have access to more land. As always, try to focus on targets with higher land and lower DR in order to maximize land gain. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Troop and Era Benefits ====&lt;br /&gt;
Aside from racial modifiers, farmers have an additional strength that cannot be underestimated. &lt;br /&gt;
&lt;br /&gt;
Since they are often in the '''Present''' era, where agriculture gets the highest bonus, farmers also have access to naval units with the highest offense points! &lt;br /&gt;
&lt;br /&gt;
Battleships in the Present era have the most offense in the game at 9 offense points. The defense is not slacking either, with 6 points of defense each. &lt;br /&gt;
&lt;br /&gt;
This means that farmers have a unique position of being able to break through the defenses of nearly anyone in the game using a large amount of naval units! &lt;br /&gt;
&lt;br /&gt;
Keep in mind, however, that wielding a large 'monostack' of units will make you vulnerable to offensive mage spells. It is almost always worthwhile to keep a stack of wizards around in order to defend against these threats. &lt;br /&gt;
&lt;br /&gt;
With a large enough navy at your disposal, gaining land from even the top empires should be no effort at all. &lt;br /&gt;
&lt;br /&gt;
==Clanned Farmer Strategy==&lt;br /&gt;
&lt;br /&gt;
Nearly every clan will need a farmer of their own. Think of the farmer as a drummer in a band. Everyone wants to play guitar (indy) or be a lead singer (mage), but the band can't function without a strong back-beat. &lt;br /&gt;
&lt;br /&gt;
Your clan mates need food to keep their empires going, and you need troops and cash to keep yours steady as well. Making the most food for your clan ensures that they will never have to worry about making or buying food of their own, and can instead focus on their empires' strengths. Mages in particular tend to eat a lot of food, but keeping them well-stocked means that they can generate even more income for the team. &lt;br /&gt;
&lt;br /&gt;
With this in mind, you can see that the farmer role is essential in any clan, and playing to your best abilities directly results in a more optimal playing environment for both you and your clan mates. &lt;br /&gt;
&lt;br /&gt;
=== Clanned Farmer Workflow ===&lt;br /&gt;
&lt;br /&gt;
==== Beginning Turns ====&lt;br /&gt;
Once you have found a clan to join, it is time to run your turns. In general, as a clanned farmer, you will be looking for areas of opportunity to 'scrape' the most land. This means that you will want to identify targets with high land and low DR that are within your range. Often you will ask your mage player, or another teammate, for a '''crystal ball of potential targets''' that will show you their troop layouts. &lt;br /&gt;
&lt;br /&gt;
Farmers are also well-suited to making wizards of their own, since they will have no trouble feeding large amounts of them. &lt;br /&gt;
&lt;br /&gt;
Once you have found your targets, you can go on an attack as much as possible. I find that in between attacks it is best to first build farms as a method of regaining health, then explore, and then use the ''''Farm'''&amp;lt;nowiki/&amp;gt;' tab. There is no one right answer to this, it is up to you to decide. &lt;br /&gt;
&lt;br /&gt;
That said, once you are on a higher land total you will want to make sure to use the ''''Farm'''&amp;lt;nowiki/&amp;gt;' tab, as it will provide an extra '''25% per turn''' to your production. While 25% may not seem like a lot at the outset, it adds up quickly. Even more if you manage to gain a large amount of land. &lt;br /&gt;
&lt;br /&gt;
==== Aid and Market ====&lt;br /&gt;
Once your run is over, you should now have a large stockpile of grains. At this point, check your clan mate's stats or ask them directly if they need grains. Over time, you will get an understanding for who needs grains, how much they need, and when they need them. &lt;br /&gt;
&lt;br /&gt;
You can send grains directly to your clan mates through the Foreign Aid tab. Sending aid does come with restrictions, and you will not be able to distribute all of your grains at once using this method. You will be able to send a majority of them out, though, so go ahead and distribute your grains to who needs them most. &lt;br /&gt;
&lt;br /&gt;
This often means sending them to the player in your clan that is expected to run next, has the most turns, or plans on using turns the soonest. &lt;br /&gt;
&lt;br /&gt;
Once you have finished aiding grains and ran out of aid credits, you can also arrange sales on the Private Market. &lt;br /&gt;
&lt;br /&gt;
With your remaining grains, you can sell them on the market, either with the intention to have a clan mate pick them up, or to sell to those outside of your clan that may need them. This is a great way to get money onto a farmer, but be wary of selling grains at too low a price to your team publicly, as these grains will be available to all players within 6 hours of selling. &lt;br /&gt;
&lt;br /&gt;
=== Other Considerations ===&lt;br /&gt;
As a clanned farmer, you have a bit more flexibility with your turns than most. Since your goal is primarily to gain land, you may find yourself being positioned more offensively than your teammates. You may also find yourself expected to do more with less resources. Both can be fun and interesting challenges. &lt;br /&gt;
&lt;br /&gt;
==== Offensive Options ====&lt;br /&gt;
Farmers shine even more brightly when at war with another clan. Since they do not have to worry about many details aside from gaining land and distributing food, they are great at using their runs to do massive damage to enemies. This is further enhanced by their proclivity towards naval units, which can break down even the strongest empire's defenses. &lt;br /&gt;
&lt;br /&gt;
Clanned farmers in a wartime environment are often expected to do more damage so that their teammates can still focus on production efforts. Farmers still gain plenty of grains passively, so using their entire runs to attack their enemies is no problem. &lt;br /&gt;
&lt;br /&gt;
One downside, however, is that farmers are vulnerable to kill runs and offensive counterattacks. Everyone knows that farmers are vital to a clan's success, so those you are at war with will always see you as a prime target. '''Killing a clan's farmer deprives them of all of their food, and can completely grind a clan's progress to a halt.''' &lt;br /&gt;
&lt;br /&gt;
Because of this, I recommend that farmers pay attention to era's and troop lines when at war even more carefully than usual. Switching to '''Past''' era, for example, makes your massive boat stack with 9 offense into a massive defensive stack with 9 defense. This can ward off potential standard attacks. You should also pay attention to which lines of troops your opponents are generating, and make sure to have a solid defense of your own. Finally, keep a '''Time Gate''' up at all times so that you can benefit from increased defenses from your allies. &lt;br /&gt;
&lt;br /&gt;
==== Resources and Options ====&lt;br /&gt;
Unfortunate as it may be, farmers often have to make do with less resources than their counterparts. Nobody knows why this is, but most would blame mage players. &lt;br /&gt;
&lt;br /&gt;
Don't let this hold you back, though! Think of it as an opportunity to show off your resourcefulness. &lt;br /&gt;
&lt;br /&gt;
It is important to '''ask your clan for any resource you may need'''. If you need troops, then it is their job to supply them. If you need cash, then it is their job to send it to you. &lt;br /&gt;
&lt;br /&gt;
You may find yourself able to generate additional income through '''market sales''' throughout the set. This can be helpful in making income of your own, but be sure to check that your team is fully stocked in grains. &lt;br /&gt;
&lt;br /&gt;
You may also find a good opportunity at the final day of the set, when grains can no longer be distributed due to aid and market restrictions, to make some unique moves. I personally like to rebuild my '''Gremlin farmers with Keeps''' on the final day so that I can use any remaining cash to buy cheap troops with my Market bonus. This is even better if you are stocked with cash from teammates beforehand, and can come as a surprise to other players who do not expect it. &lt;br /&gt;
&lt;br /&gt;
Tengu players can also take advantage of their '''Magic bonus''' throughout the set to be an additional gatherer of crystal balls. They may also want to generate mana passively throughout the month so that they can use the Tree of Gold spell to generate their own income, and let their teammate use cash in other ways, such as buying troops. &lt;br /&gt;
&lt;br /&gt;
==Solo Farmer Strategy==&lt;br /&gt;
&lt;br /&gt;
Much of what applies to clanned farmers will also apply to solo farmers. The key difference is that you must now interact with the Public Market rather than your own clan economy. &lt;br /&gt;
&lt;br /&gt;
Playing as a solo farmer is a great way to test your flexibility as a player. This strategy allows you to better understand market mechanics, as well as land optimization. There are also many opportunities available for complete strategy changes, such as using magic spells as a Tengu or market bonuses as a Gremlin. &lt;br /&gt;
&lt;br /&gt;
=== Solo Farmer Workflow ===&lt;br /&gt;
&lt;br /&gt;
==== Beginning Turns ====&lt;br /&gt;
This section is exactly the same as the one for clanned farmers. Gain as much land as possible, make as many grains as possible. The only difference is that you will not be provided with troops, crystal balls, or cash. These will all have to be created on your own. &lt;br /&gt;
&lt;br /&gt;
Crystal balls can be acquired by generating enough wizards of your own to spy on other empires. You can also rely on a large naval stack of units to be confident in breaking through any empire without looking to see how much defense they have. Before doing so, be sure to '''check News Center''' to see if the opposing empire has their own large naval stack. &lt;br /&gt;
&lt;br /&gt;
==== Public Market ====&lt;br /&gt;
Cash for solo farmers is supplied via sales of grains on the Public market. You will need cash to keep your empire afloat, as '''holding troops results in upkeep'''. &lt;br /&gt;
&lt;br /&gt;
Selling on the Public Market is a skill of its own, and there is no solid way of predetermining how it should be done. '''The Public Market economy is a social economy''', and changes month-to-month. Some months, you may be the only farmer selling on market. In these cases, you can sell for large amounts, up to $33 or more. &lt;br /&gt;
&lt;br /&gt;
In other cases, there may be multiple farmers competing with each other. You can try to undersell these farmers so that your grains sell first, but '''this will result in less profts for everyone'''. Learning how to make sure your grains sell, while also keeping their value high, is a tricky and challenging skill to learn. &lt;br /&gt;
&lt;br /&gt;
I find that as a solo player, contacting other empires is key to selling your grains. Why compete blindly on the Public Market when you can arrange sales ahead of time to willing buyers in need of food? &lt;br /&gt;
&lt;br /&gt;
=== Solo Farmer Tips ===&lt;br /&gt;
&lt;br /&gt;
==== Market Tips ====&lt;br /&gt;
This allows you to bypass the seemingly random Public Market sales, and add a bit of objectivity to your game. It also '''forges strong bonds''' with other players who can find themselves relying on your grains to get by. Once you get them hooked, you gain an additional power of suddenly shutting off the supply. This puts you in a position of power that most solo players are desparately in need of to keep up with clans. &lt;br /&gt;
&lt;br /&gt;
Of course, you don't have to use your powers for evil. Mutual benefit is the key to winning as a solo player, so these bonds created through private sales on the Public Market can also provide other benefits. For example, a player that you have been in a business relationship with all month may be reluctant to fireball you at the end of the set, or may be willing to sell you their own production at a discounted rate. There are all kinds of benefits that depend on the context you are in, so always be on the lookout for ways that you can enhance your own position! &lt;br /&gt;
&lt;br /&gt;
One tactic I like to use as a solo farmer is to reach out to other solo players and establish a business relationship. I will find an indy player, and ask that they sell me cheap troops in exchange for cheap grains. I will also reach out to mage and casher players and offer my grains at a discounted price, provided they guarantee to buy them on time. This allows me to take control of my game in a way that benefits both me, and my allies. If I find myself in trouble later, then '''these allies will have a stake in my success as well.''' &lt;br /&gt;
&lt;br /&gt;
=== Other Advice ===&lt;br /&gt;
I've gone through some of these before, but let's recap a bit &lt;br /&gt;
&lt;br /&gt;
* '''Solo Tengu players''' have the option of going full-mage, or hybrid mage, at any point in the game. I once won a set by '''stockpiling grains and mana''' as a Tengu for the first three weeks, then fully transitioning into a Mage so that I can utilize the Tengu magic bonus to cast Tree of Gold for the final week. &lt;br /&gt;
* I was also able to win as a '''Solo Gremlin farmer''' by utilizing the market bonus they have innately. Rather than buying troops from the Public Market and benefitting Gnome resellers, I '''built my own keeps''' every other run in order to use all of my cash on my own economy. This ensured that only I was able to benefit. While my grain production was not as optimal as it could have been, I was able to use all of my profits for my own benefit. This was made easier by leaving a hole in my siege or air units, allowing me to rebuild with keeps more efficiently. &lt;br /&gt;
* Forge bonds with other players as soon as possible. '''Solo players are vulnerable only when they are alone'''. If you find a clan that seems to never have enough grains, reach out to them. Offer your grains in return for some benefit such as protection or cheap resources. You can even ask for troop holes so that your own runs are more efficient. I find that even the hardest of players are open to a deal if they think it will benefit them. &lt;br /&gt;
* Likewise, take advantage of the bond that all solos share! Solos have trouble doing everything at once, so making your excess grains available to them will make their lives all the more simplified. In return, they can offer you what you need and '''both players can benefit'''. &lt;br /&gt;
* Utilize your innate benefits. Build boats for offense and tanks for defense. Use your excess grains to form a giant wizard stack. Switch to Past and instantly benefit from 9 defense boat units.&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Casher&amp;diff=111</id>
		<title>Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Casher&amp;diff=111"/>
		<updated>2023-05-01T09:58:16Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:The Casher Strategy}}&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire.&lt;br /&gt;
&lt;br /&gt;
== '''Cashing 101''' ==&lt;br /&gt;
Here are some basic facts that can help get you started&lt;br /&gt;
The casher builds thousands of markets, [[Cash|makes money]] from the markets, and then use that money to buy food and military units from the [[Pubmarketbuy|Public Market]].&lt;br /&gt;
# Wait for 360 turns.&lt;br /&gt;
# Attack for land.&lt;br /&gt;
# Build markets.&lt;br /&gt;
# Repeat step #2 and #3 until it's no longer possible to send any more attacks.&lt;br /&gt;
# Then spend your remaining turns making money.&lt;br /&gt;
# Use the money earned from cashing to purchase some food and military units from the Public Market.&lt;br /&gt;
&lt;br /&gt;
== '''Overview''' ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market&lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
====='''Gnome'''=====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) play style.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====='''Pirate'''=====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%)&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====='''Troll'''=====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals.&lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.'''&lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been focusing their runs on trying to earn as much income as possible without selling on the Private Market.  &lt;br /&gt;
&lt;br /&gt;
===='''Income/Expenses'''====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
===='''Corruption, Savings and Loan Payments'''====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank.&lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses.&lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash.&lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire.&lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly.&lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                   	sales coming in relatively soon.&lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== '''Maximizing Income and Minimizing Expenses''' ==&lt;br /&gt;
&lt;br /&gt;
===='''Land and Markets'''====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make.&lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money.&lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''.&lt;br /&gt;
&lt;br /&gt;
====='''''How do you get more land?'''''=====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals.&lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy.&lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land.&lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas.&lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward.&lt;br /&gt;
&lt;br /&gt;
=== '''Tax Rate''' ===&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income.&lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?''&lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death'''&lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example.&lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; This information is currently being revised and may not be accurate  &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall.&lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate.&lt;br /&gt;
&lt;br /&gt;
===='''Adjusting Tax Rates'''====&lt;br /&gt;
While some players opt to stay at at static 35% tax rate, you may also want to add some extra depth to your play. &lt;br /&gt;
&lt;br /&gt;
One option to do so is by changing your tax rates depending on where you are at in a run. &lt;br /&gt;
&lt;br /&gt;
For example, let's assume you were attacked and lost some land after your previous run. You have not yet used any turns, so your population count has not dropped. In this case, you may want to consider setting your tax rate very low, so that your population floor is not as drastic. This will also serve to help rebuild your population faster. &lt;br /&gt;
&lt;br /&gt;
Always change your taxes from the '&amp;lt;nowiki/&amp;gt;'''Cash'''&amp;lt;nowiki/&amp;gt;' tab rather than the ''''Empire Management'''&amp;lt;nowiki/&amp;gt;' tab in order to avoid a potential bug.&lt;br /&gt;
&lt;br /&gt;
When changing your taxrate, &amp;lt;u&amp;gt;you will not be able to change it again depending on the amount that it was changed.&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
For example, if you are at a 7% tax rate and then change it to 70%, you will not be able to adjust your tax rate again for 63 turns. This only applies to tax changes made on the Cash tab. &lt;br /&gt;
&lt;br /&gt;
An advantage of doing this is that you are able to ''frontload'' your population gains. '''Why would this matter?''' &lt;br /&gt;
&lt;br /&gt;
Because once you are at a higher population level, you can then adjust your taxrate once more, this time to a higher rate. Tax rates range from 5- 70%, and in promisance it is often best to go with the extreme levels. Setting your tax rate as high as 70% once you have a large population built up means that you can then tax those peasants at the most efficient level. &lt;br /&gt;
&lt;br /&gt;
This is especially effective if you expect to hold the land that you gain during your run, as more turns can be spent at the 70% ratio. &lt;br /&gt;
&lt;br /&gt;
Just be sure to set it back to a lower amount after you lose land, or else you risk losing a majority of your population very quickly, and become vulnerable to massacre kills. &lt;br /&gt;
&lt;br /&gt;
==== '''Massacre''' ====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0.&lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income.&lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre.&lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land.&lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count.&lt;br /&gt;
&lt;br /&gt;
===='''Other Tax Considerations'''====&lt;br /&gt;
There are also additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes, the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses).&lt;br /&gt;
&lt;br /&gt;
===='''Minimizing Expenses'''====&lt;br /&gt;
The other side of the coin. This one is a bit harder, as more net worth will always mean more expenses. This is because troops make up the bulk of an empire's net worth, and troops cost money to keep around. So how can we find a way to optimize this aspect?&lt;br /&gt;
&lt;br /&gt;
====='''Troops and Wizards'''=====&lt;br /&gt;
First, you can keep around troops that cost less in money than others. Footmen and catapults, for example, have lower upkeep costs than air and boat units. On the flip-side, they also have relatively higher food consumption costs, meaning that you may end up spending more on grains either way if you cannot find good deals.&lt;br /&gt;
&lt;br /&gt;
Finding the right balance depends on the conditions of the set, but I find that cashers benefit most from using siege and air units. This is because we tend to stay in the Future era, where siege units have higher offense and air units have higher defense. Keeping these two lines of troops strong means that you will have easier attack phases, and will be harder to take down with standard or surprise attacks.&lt;br /&gt;
&lt;br /&gt;
These troops are also mixed cost when it comes to upkeep and consumption, so you will not be heavily expending one type of income over the other (food, cash).&lt;br /&gt;
&lt;br /&gt;
Wizards are another tough call. As a solo casher, you may need wizards to be able to spy other empires before you attack. As a clanned casher, you may need them to defend yourself from magic spells. Ultimately, the goal should be to have ''just enough'' wizards to suit your needs at a given time. Fewer wizards mean less money spent buying grains, but you must always consider the risk of not having as many on hand. One tip that I have used in the past is to go lighter on wizards throughout the month, and then gain them rapidly in the final week of the set. This allows you to save on food costs for most of the set while defending against final day mage spells when they are most likely to occur.&lt;br /&gt;
&lt;br /&gt;
====='''Taxes, Again?'''=====&lt;br /&gt;
Yes, but just reiterating. Low taxes mean more population means more grain expenses. If you want to reduce your costs, you want to raise your taxes. Pretty simple, but keep in mind the risks that were outlined before.&lt;br /&gt;
&lt;br /&gt;
====='''Hospital'''=====&lt;br /&gt;
Medical expenses add up against your income, so it is best to reduce your troop losses whenever you can. This is primarily accomplished when attacking, as defending is often outside your control. Try to attack empires that have 'holes', or low amounts of troops in a specific line. Take these empires as an example,&lt;br /&gt;
&lt;br /&gt;
'''Empire 1:'''&lt;br /&gt;
&lt;br /&gt;
Cyborgs    1,336,298&lt;br /&gt;
&lt;br /&gt;
Juggernauts    60,170,679&lt;br /&gt;
&lt;br /&gt;
Hovercrafts    2,793,727&lt;br /&gt;
&lt;br /&gt;
Dreadnoughts    27,059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Empire 2:'''&lt;br /&gt;
&lt;br /&gt;
Infantry    14,680,717&lt;br /&gt;
&lt;br /&gt;
Tanks    14,006,529&lt;br /&gt;
&lt;br /&gt;
Jets    13,300,549&lt;br /&gt;
&lt;br /&gt;
Battleships    8,410,516&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which would you rather attack here? Empire 1, certainly, as they have nearly no dreadnoughts to defend. With such low defenses, your own losses will be minimal as well. Empire 2, on the other hand, has defended all of their lines with many troops. While a break on their foot and siege lines would be possible, is it worth it? These are questions we must keep in mind when judging how to best optimize our attacks and minimize our losses, and likewise our expenses. If Empire 2 has 50,000 land and 0 DR, then surely it would be worth it to attack them, even though your losses may be higher. But if Empires 1 and 2 have similar land and DR, and you have limited attacks, then you should hit Empire 1 to save expenses and troop losses. Remember, medical expenses may be a pain, but losing troops altogether is its own form of expense as well.&lt;br /&gt;
&lt;br /&gt;
== '''Casher Workflow''' ==&lt;br /&gt;
&lt;br /&gt;
=== '''Beginning Choices''' ===&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory.&lt;br /&gt;
&lt;br /&gt;
Let's say that you are playing a supportive (or in some cases, ''supported'') clanned casher.&lt;br /&gt;
&lt;br /&gt;
=== '''Clanned Casher''' ===&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash.&lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps, an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll).&lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage.&lt;br /&gt;
&lt;br /&gt;
In the meantime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all the resources.&lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further.&lt;br /&gt;
&lt;br /&gt;
======'''Mage/Casher synergy'''======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses.&lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment.&lt;br /&gt;
&lt;br /&gt;
=== '''Solo Casher''' ===&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates.&lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up.&lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income.&lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
== '''Solo Casher Tips (Non-Reseller)''' ==&lt;br /&gt;
#Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack, you will know that you are doing your best to earn the highest production possible.&lt;br /&gt;
#Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided troops either to a clan mate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on the market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals.&lt;br /&gt;
#Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs.&lt;br /&gt;
#Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweigh a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become too strong. Likewise, if a clan needs some extra assistance, try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun GIF? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community.&lt;br /&gt;
#Step 4, but '''again'''. Seriously, as a solo player, you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our play styles. So get involved, learn some more, and win the set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Casher&amp;diff=110</id>
		<title>Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Casher&amp;diff=110"/>
		<updated>2023-05-01T09:57:49Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:The Casher Strategy}}&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire.&lt;br /&gt;
&lt;br /&gt;
== '''Cashing 101''' ==&lt;br /&gt;
Here are some basic facts that can help get you started&lt;br /&gt;
The casher builds thousands of markets, [[Cash|makes money]] from the markets, and then use that money to buy food and military units from the [[Pubmarketbuy|Public Market]].&lt;br /&gt;
# Wait for 360 turns.&lt;br /&gt;
# Attack for land.&lt;br /&gt;
# Build markets.&lt;br /&gt;
# Repeat step #2 and #3 until it's no longer possible to send any more attacks.&lt;br /&gt;
# Then spend your remaining turns making money.&lt;br /&gt;
# Use the money earned from cashing to purchase some food and military units from the Public Market.&lt;br /&gt;
&lt;br /&gt;
== '''Overview''' ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market&lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
====='''Gnome'''=====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) play style.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====='''Pirate'''=====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%)&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====='''Troll'''=====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals.&lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.'''&lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been focusing their runs on trying to earn as much income as possible without selling on the Private Market.  &lt;br /&gt;
&lt;br /&gt;
===='''Income/Expenses'''====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
===='''Corruption, Savings and Loan Payments'''====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank.&lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses.&lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash.&lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire.&lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly.&lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                   	sales coming in relatively soon.&lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== '''Maximizing Income and Minimizing Expenses''' ==&lt;br /&gt;
&lt;br /&gt;
===='''Land and Markets'''====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make.&lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money.&lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''.&lt;br /&gt;
&lt;br /&gt;
====='''''How do you get more land?'''''=====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals.&lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy.&lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land.&lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas.&lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward.&lt;br /&gt;
&lt;br /&gt;
=== '''Tax Rate''' ===&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income.&lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?''&lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death'''&lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example.&lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; This information is currently being revised and may not be accurate  &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall.&lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate.&lt;br /&gt;
&lt;br /&gt;
===='''Adjusting Tax Rates'''====&lt;br /&gt;
While some players opt to stay at at static 35% tax rate, you may also want to add some extra depth to your play. &lt;br /&gt;
&lt;br /&gt;
One option to do so is by changing your tax rates depending on where you are at in a run. &lt;br /&gt;
&lt;br /&gt;
For example, let's assume you were attacked and lost some land after your previous run. You have not yet used any turns, so your population count has not dropped. In this case, you may want to consider setting your tax rate very low, so that your population floor is not as drastic. This will also serve to help rebuild your population faster. &lt;br /&gt;
&lt;br /&gt;
Always change your taxes from the '&amp;lt;nowiki/&amp;gt;'''Cash'''&amp;lt;nowiki/&amp;gt;' tab rather than the ''''Empire Management'''&amp;lt;nowiki/&amp;gt;' tab in order to avoid a potential bug.&lt;br /&gt;
&lt;br /&gt;
When changing your taxrate, &amp;lt;u&amp;gt;you will not be able to change it again depending on the amount that it was changed.&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
For example, if you are at a 7% tax rate and then change it to 70%, you will not be able to adjust your tax rate again for 63 turns. This only applies to tax changes made on the Cash tab. &lt;br /&gt;
&lt;br /&gt;
An advantage of doing this is that you are able to ''frontload'' your population gains. '''Why would this matter?''' &lt;br /&gt;
&lt;br /&gt;
Because once you are at a higher population level, you can then adjust your taxrate once more, this time to a higher rate. Tax rates range from 5- 70%, and in promisance it is often best to go with the extreme levels. Setting your tax rate as high as 70% once you have a large population built up means that you can then tax those peasants at the most efficient level. &lt;br /&gt;
&lt;br /&gt;
This is especially effective if you expect to hold the land that you gain during your run, as more turns can be spent at the 70% ratio. &lt;br /&gt;
&lt;br /&gt;
Just be sure to set it back to a lower amount after you lose land, or else you risk losing a majority of your population very quickly, and become vulnerable to massacre kills. &lt;br /&gt;
&lt;br /&gt;
==== '''Massacre''' ====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0.&lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income.&lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre.&lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land.&lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count.&lt;br /&gt;
&lt;br /&gt;
===='''Other Tax Considerations'''====&lt;br /&gt;
There are also additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes, the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses).&lt;br /&gt;
&lt;br /&gt;
===='''Minimizing Expenses'''====&lt;br /&gt;
The other side of the coin. This one is a bit harder, as more net worth will always mean more expenses. This is because troops make up the bulk of an empire's net worth, and troops cost money to keep around. So how can we find a way to optimize this aspect?&lt;br /&gt;
&lt;br /&gt;
====='''Troops and Wizards'''=====&lt;br /&gt;
First, you can keep around troops that cost less in money than others. Footmen and catapults, for example, have lower upkeep costs than air and boat units. On the flip-side, they also have relatively higher food consumption costs, meaning that you may end up spending more on grains either way if you cannot find good deals.&lt;br /&gt;
&lt;br /&gt;
Finding the right balance depends on the conditions of the set, but I find that cashers benefit most from using siege and air units. This is because we tend to stay in the Future era, where siege units have higher offense and air units have higher defense. Keeping these two lines of troops strong means that you will have easier attack phases, and will be harder to take down with standard or surprise attacks.&lt;br /&gt;
&lt;br /&gt;
These troops are also mixed cost when it comes to upkeep and consumption, so you will not be heavily expending one type of income over the other (food, cash).&lt;br /&gt;
&lt;br /&gt;
Wizards are another tough call. As a solo casher, you may need wizards to be able to spy other empires before you attack. As a clanned casher, you may need them to defend yourself from magic spells. Ultimately, the goal should be to have ''just enough'' wizards to suit your needs at a given time. Fewer wizards mean less money spent buying grains, but you must always consider the risk of not having as many on hand. One tip that I have used in the past is to go lighter on wizards throughout the month, and then gain them rapidly in the final week of the set. This allows you to save on food costs for most of the set while defending against final day mage spells when they are most likely to occur.&lt;br /&gt;
&lt;br /&gt;
====='''Taxes, Again?'''=====&lt;br /&gt;
Yes, but just reiterating. Low taxes mean more population means more grain expenses. If you want to reduce your costs, you want to raise your taxes. Pretty simple, but keep in mind the risks that were outlined before.&lt;br /&gt;
&lt;br /&gt;
====='''Hospital'''=====&lt;br /&gt;
Medical expenses add up against your income, so it is best to reduce your troop losses whenever you can. This is primarily accomplished when attacking, as defending is often outside your control. Try to attack empires that have 'holes', or low amounts of troops in a specific line. Take these empires as an example,&lt;br /&gt;
&lt;br /&gt;
'''Empire 1:'''&lt;br /&gt;
&lt;br /&gt;
Cyborgs    1,336,298&lt;br /&gt;
&lt;br /&gt;
Juggernauts    60,170,679&lt;br /&gt;
&lt;br /&gt;
Hovercrafts    2,793,727&lt;br /&gt;
&lt;br /&gt;
Dreadnoughts    27,059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Empire 2:'''&lt;br /&gt;
&lt;br /&gt;
Infantry    14,680,717&lt;br /&gt;
&lt;br /&gt;
Tanks    14,006,529&lt;br /&gt;
&lt;br /&gt;
Jets    13,300,549&lt;br /&gt;
&lt;br /&gt;
Battleships    8,410,516&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which would you rather attack here? Empire 1, certainly, as they have nearly no dreadnoughts to defend. With such low defenses, your own losses will be minimal as well. Empire 2, on the other hand, has defended all of their lines with many troops. While a break on their foot and siege lines would be possible, is it worth it? These are questions we must keep in mind when judging how to best optimize our attacks and minimize our losses, and likewise our expenses. If Empire 2 has 50,000 land and 0 DR, then surely it would be worth it to attack them, even though your losses may be higher. But if Empires 1 and 2 have similar land and DR, and you have limited attacks, then you should hit Empire 1 to save expenses and troop losses. Remember, medical expenses may be a pain, but losing troops altogether is its own form of expense as well.&lt;br /&gt;
&lt;br /&gt;
== '''Casher Workflow''' ==&lt;br /&gt;
&lt;br /&gt;
=== '''Beginning Choices''' ===&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory.&lt;br /&gt;
&lt;br /&gt;
=== Let's say that you are playing a supportive (or in some cases, ''supported'') clanned casher. ===&lt;br /&gt;
&lt;br /&gt;
=== '''Clanned Casher''' ===&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash.&lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps, an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll).&lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage.&lt;br /&gt;
&lt;br /&gt;
In the meantime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all the resources.&lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further.&lt;br /&gt;
&lt;br /&gt;
======'''Mage/Casher synergy'''======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses.&lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment.&lt;br /&gt;
&lt;br /&gt;
=== '''Solo Casher''' ===&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates.&lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up.&lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income.&lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
== '''Solo Casher Tips (Non-Reseller)''' ==&lt;br /&gt;
#Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack, you will know that you are doing your best to earn the highest production possible.&lt;br /&gt;
#Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided troops either to a clan mate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on the market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals.&lt;br /&gt;
#Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs.&lt;br /&gt;
#Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweigh a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become too strong. Likewise, if a clan needs some extra assistance, try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun GIF? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community.&lt;br /&gt;
#Step 4, but '''again'''. Seriously, as a solo player, you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our play styles. So get involved, learn some more, and win the set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Cash&amp;diff=109</id>
		<title>Cash</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Cash&amp;diff=109"/>
		<updated>2023-05-01T09:55:25Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Economic Focus}}&lt;br /&gt;
[[Category:Use Turns]]&lt;br /&gt;
&lt;br /&gt;
When you spend turns making money, your markets will produce 25% more income.&lt;br /&gt;
&lt;br /&gt;
For a guide on when you would use this option, please refer here: [[Casher]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* You should only spend turns making money if you have thousands of markets, and if you have at least 65% your land occupied by Markets.&lt;br /&gt;
* It is entirely possible to make money with 0 markets by selling food or military units to the [[Pubmarketsell|Public Market]] as a farmer or an industrialist respectively; or casting Tree of Gold as a spellcaster. Please refer to the strategy guides for details.&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Casher&amp;diff=108</id>
		<title>Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Casher&amp;diff=108"/>
		<updated>2023-05-01T09:54:11Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:The Casher Strategy}}&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire.&lt;br /&gt;
&lt;br /&gt;
==='''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;'''===&lt;br /&gt;
Here are some basic facts that can help get you started&lt;br /&gt;
The casher builds thousands of markets, [[Cash|makes money]] from the markets, and then use that money to buy food and military units from the [[Pubmarketbuy|Public Market]].&lt;br /&gt;
# Wait for 360 turns.&lt;br /&gt;
# Attack for land.&lt;br /&gt;
# Build markets.&lt;br /&gt;
# Repeat step #2 and #3 until it's no longer possible to send any more attacks.&lt;br /&gt;
# Then spend your remaining turns making money.&lt;br /&gt;
# Use the money earned from cashing to purchase some food and military units from the Public Market.&lt;br /&gt;
===='''Overview'''====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market&lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
====='''Gnome'''=====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) play style.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====='''Pirate'''=====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%)&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====='''Troll'''=====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals.&lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.'''&lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been focusing their runs on trying to earn as much income as possible without selling on the Private Market.  &lt;br /&gt;
&lt;br /&gt;
===='''Income/Expenses'''====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
===='''Corruption, Savings and Loan Payments'''====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank.&lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses.&lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash.&lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire.&lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly.&lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                   	sales coming in relatively soon.&lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==='''Maximizing Income and Minimizing Expenses'''===&lt;br /&gt;
&lt;br /&gt;
===='''Land and Markets'''====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make.&lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money.&lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''.&lt;br /&gt;
&lt;br /&gt;
====='''''How do you get more land?'''''=====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals.&lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy.&lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land.&lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas.&lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward.&lt;br /&gt;
&lt;br /&gt;
===='''Tax Rate'''====&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income.&lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?''&lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death'''&lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example.&lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; This information is currently being revised and may not be accurate  &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall.&lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate.&lt;br /&gt;
&lt;br /&gt;
===='''Adjusting Tax Rates'''====&lt;br /&gt;
While some players opt to stay at at static 35% tax rate, you may also want to add some extra depth to your play. &lt;br /&gt;
&lt;br /&gt;
One option to do so is by changing your tax rates depending on where you are at in a run. &lt;br /&gt;
&lt;br /&gt;
For example, let's assume you were attacked and lost some land after your previous run. You have not yet used any turns, so your population count has not dropped. In this case, you may want to consider setting your tax rate very low, so that your population floor is not as drastic. This will also serve to help rebuild your population faster. &lt;br /&gt;
&lt;br /&gt;
Always change your taxes from the '&amp;lt;nowiki/&amp;gt;'''Cash'''&amp;lt;nowiki/&amp;gt;' tab rather than the ''''Empire Management'''&amp;lt;nowiki/&amp;gt;' tab in order to avoid a potential bug.&lt;br /&gt;
&lt;br /&gt;
When changing your taxrate, &amp;lt;u&amp;gt;you will not be able to change it again depending on the amount that it was changed.&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
For example, if you are at a 7% tax rate and then change it to 70%, you will not be able to adjust your tax rate again for 63 turns. This only applies to tax changes made on the Cash tab. &lt;br /&gt;
&lt;br /&gt;
An advantage of doing this is that you are able to ''frontload'' your population gains. '''Why would this matter?''' &lt;br /&gt;
&lt;br /&gt;
Because once you are at a higher population level, you can then adjust your taxrate once more, this time to a higher rate. Tax rates range from 5- 70%, and in promisance it is often best to go with the extreme levels. Setting your tax rate as high as 70% once you have a large population built up means that you can then tax those peasants at the most efficient level. &lt;br /&gt;
&lt;br /&gt;
This is especially effective if you expect to hold the land that you gain during your run, as more turns can be spent at the 70% ratio. &lt;br /&gt;
&lt;br /&gt;
Just be sure to set it back to a lower amount after you lose land, or else you risk losing a majority of your population very quickly, and become vulnerable to massacre kills. &lt;br /&gt;
&lt;br /&gt;
====='''Massacre'''=====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0.&lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income.&lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre.&lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land.&lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count.&lt;br /&gt;
&lt;br /&gt;
===='''Other Tax Considerations'''====&lt;br /&gt;
There are also additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes, the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses).&lt;br /&gt;
&lt;br /&gt;
===='''Minimizing Expenses'''====&lt;br /&gt;
The other side of the coin. This one is a bit harder, as more net worth will always mean more expenses. This is because troops make up the bulk of an empire's net worth, and troops cost money to keep around. So how can we find a way to optimize this aspect?&lt;br /&gt;
&lt;br /&gt;
====='''Troops and Wizards'''=====&lt;br /&gt;
First, you can keep around troops that cost less in money than others. Footmen and catapults, for example, have lower upkeep costs than air and boat units. On the flip-side, they also have relatively higher food consumption costs, meaning that you may end up spending more on grains either way if you cannot find good deals.&lt;br /&gt;
&lt;br /&gt;
Finding the right balance depends on the conditions of the set, but I find that cashers benefit most from using siege and air units. This is because we tend to stay in the Future era, where siege units have higher offense and air units have higher defense. Keeping these two lines of troops strong means that you will have easier attack phases, and will be harder to take down with standard or surprise attacks.&lt;br /&gt;
&lt;br /&gt;
These troops are also mixed cost when it comes to upkeep and consumption, so you will not be heavily expending one type of income over the other (food, cash).&lt;br /&gt;
&lt;br /&gt;
Wizards are another tough call. As a solo casher, you may need wizards to be able to spy other empires before you attack. As a clanned casher, you may need them to defend yourself from magic spells. Ultimately, the goal should be to have ''just enough'' wizards to suit your needs at a given time. Fewer wizards mean less money spent buying grains, but you must always consider the risk of not having as many on hand. One tip that I have used in the past is to go lighter on wizards throughout the month, and then gain them rapidly in the final week of the set. This allows you to save on food costs for most of the set while defending against final day mage spells when they are most likely to occur.&lt;br /&gt;
&lt;br /&gt;
====='''Taxes, Again?'''=====&lt;br /&gt;
Yes, but just reiterating. Low taxes mean more population means more grain expenses. If you want to reduce your costs, you want to raise your taxes. Pretty simple, but keep in mind the risks that were outlined before.&lt;br /&gt;
&lt;br /&gt;
====='''Hospital'''=====&lt;br /&gt;
Medical expenses add up against your income, so it is best to reduce your troop losses whenever you can. This is primarily accomplished when attacking, as defending is often outside your control. Try to attack empires that have 'holes', or low amounts of troops in a specific line. Take these empires as an example,&lt;br /&gt;
&lt;br /&gt;
'''Empire 1:'''&lt;br /&gt;
&lt;br /&gt;
Cyborgs    1,336,298&lt;br /&gt;
&lt;br /&gt;
Juggernauts    60,170,679&lt;br /&gt;
&lt;br /&gt;
Hovercrafts    2,793,727&lt;br /&gt;
&lt;br /&gt;
Dreadnoughts    27,059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Empire 2:'''&lt;br /&gt;
&lt;br /&gt;
Infantry    14,680,717&lt;br /&gt;
&lt;br /&gt;
Tanks    14,006,529&lt;br /&gt;
&lt;br /&gt;
Jets    13,300,549&lt;br /&gt;
&lt;br /&gt;
Battleships    8,410,516&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which would you rather attack here? Empire 1, certainly, as they have nearly no dreadnoughts to defend. With such low defenses, your own losses will be minimal as well. Empire 2, on the other hand, has defended all of their lines with many troops. While a break on their foot and siege lines would be possible, is it worth it? These are questions we must keep in mind when judging how to best optimize our attacks and minimize our losses, and likewise our expenses. If Empire 2 has 50,000 land and 0 DR, then surely it would be worth it to attack them, even though your losses may be higher. But if Empires 1 and 2 have similar land and DR, and you have limited attacks, then you should hit Empire 1 to save expenses and troop losses. Remember, medical expenses may be a pain, but losing troops altogether is its own form of expense as well.&lt;br /&gt;
&lt;br /&gt;
==='''Casher Workflow'''===&lt;br /&gt;
&lt;br /&gt;
===='''Beginning Choices'''====&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory.&lt;br /&gt;
&lt;br /&gt;
Let's say that you are playing a supportive (or in some cases, ''supported'') clanned casher.&lt;br /&gt;
&lt;br /&gt;
====='''Clanned Casher'''=====&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash.&lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps, an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll).&lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage.&lt;br /&gt;
&lt;br /&gt;
In the meantime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all the resources.&lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further.&lt;br /&gt;
&lt;br /&gt;
======'''Mage/Casher synergy'''======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses.&lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment.&lt;br /&gt;
&lt;br /&gt;
====='''Solo Casher'''=====&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates.&lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up.&lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income.&lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
======'''Solo Casher Tips (Non-Reseller)'''======&lt;br /&gt;
&lt;br /&gt;
#Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack, you will know that you are doing your best to earn the highest production possible.&lt;br /&gt;
#Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided troops either to a clan mate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on the market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals.&lt;br /&gt;
#Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs.&lt;br /&gt;
#Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweigh a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become too strong. Likewise, if a clan needs some extra assistance, try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun GIF? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community.&lt;br /&gt;
#Step 4, but '''again'''. Seriously, as a solo player, you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our play styles. So get involved, learn some more, and win the set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=107</id>
		<title>Non-Reselling Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=107"/>
		<updated>2023-05-01T09:35:21Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Casher&lt;br /&gt;
&lt;br /&gt;
*Note that this guide applies to a cashing strategy that is not strictly contingent upon utilizing the PM&lt;br /&gt;
&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire.&lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;u&amp;gt;For a quick overview of the basic flow of ''Cashing'', please refer to [[Casher|'''this guide''']].&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here are some basic facts that can help get you started&lt;br /&gt;
&lt;br /&gt;
==== '''Overview''' ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market&lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== '''Gnome''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) play style.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Pirate''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%)&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Troll''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals.&lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.'''&lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been focusing their runs on trying to earn as much income as possible without selling on the Private Market.  &lt;br /&gt;
&lt;br /&gt;
==== '''Income/Expenses''' ====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
==== '''Corruption, Savings and Loan Payments''' ====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank.&lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses.&lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash.&lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire.&lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly.&lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                   	sales coming in relatively soon.&lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Maximizing Income and Minimizing Expenses''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Land and Markets''' ====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make.&lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money.&lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''.&lt;br /&gt;
&lt;br /&gt;
===== '''''How do you get more land?''''' =====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals.&lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy.&lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land.&lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas.&lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward.&lt;br /&gt;
&lt;br /&gt;
==== '''Tax Rate''' ====&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income.&lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?''&lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death'''&lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example.&lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; This information is currently being revised and may not be accurate  &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall.&lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate.&lt;br /&gt;
&lt;br /&gt;
==== '''Adjusting Tax Rates''' ====&lt;br /&gt;
While some players opt to stay at at static 35% tax rate, you may also want to add some extra depth to your play. &lt;br /&gt;
&lt;br /&gt;
One option to do so is by changing your tax rates depending on where you are at in a run. &lt;br /&gt;
&lt;br /&gt;
For example, let's assume you were attacked and lost some land after your previous run. You have not yet used any turns, so your population count has not dropped. In this case, you may want to consider setting your tax rate very low, so that your population floor is not as drastic. This will also serve to help rebuild your population faster. &lt;br /&gt;
&lt;br /&gt;
Always change your taxes from the '&amp;lt;nowiki/&amp;gt;'''Cash'''&amp;lt;nowiki/&amp;gt;' tab rather than the ''''Empire Management'''&amp;lt;nowiki/&amp;gt;' tab in order to avoid a potential bug.&lt;br /&gt;
&lt;br /&gt;
When changing your taxrate, &amp;lt;u&amp;gt;you will not be able to change it again depending on the amount that it was changed.&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
For example, if you are at a 7% tax rate and then change it to 70%, you will not be able to adjust your tax rate again for 63 turns. This only applies to tax changes made on the Cash tab. &lt;br /&gt;
&lt;br /&gt;
An advantage of doing this is that you are able to ''frontload'' your population gains. '''Why would this matter?''' &lt;br /&gt;
&lt;br /&gt;
Because once you are at a higher population level, you can then adjust your taxrate once more, this time to a higher rate. Tax rates range from 5- 70%, and in promisance it is often best to go with the extreme levels. Setting your tax rate as high as 70% once you have a large population built up means that you can then tax those peasants at the most efficient level. &lt;br /&gt;
&lt;br /&gt;
This is especially effective if you expect to hold the land that you gain during your run, as more turns can be spent at the 70% ratio. &lt;br /&gt;
&lt;br /&gt;
Just be sure to set it back to a lower amount after you lose land, or else you risk losing a majority of your population very quickly, and become vulnerable to massacre kills. &lt;br /&gt;
&lt;br /&gt;
===== '''Massacre''' =====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0.&lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income.&lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre.&lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land.&lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count.&lt;br /&gt;
&lt;br /&gt;
==== '''Other Tax Considerations''' ====&lt;br /&gt;
There are also additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes, the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses).&lt;br /&gt;
&lt;br /&gt;
==== '''Minimizing Expenses''' ====&lt;br /&gt;
The other side of the coin. This one is a bit harder, as more net worth will always mean more expenses. This is because troops make up the bulk of an empire's net worth, and troops cost money to keep around. So how can we find a way to optimize this aspect?&lt;br /&gt;
&lt;br /&gt;
===== '''Troops and Wizards''' =====&lt;br /&gt;
First, you can keep around troops that cost less in money than others. Footmen and catapults, for example, have lower upkeep costs than air and boat units. On the flip-side, they also have relatively higher food consumption costs, meaning that you may end up spending more on grains either way if you cannot find good deals.&lt;br /&gt;
&lt;br /&gt;
Finding the right balance depends on the conditions of the set, but I find that cashers benefit most from using siege and air units. This is because we tend to stay in the Future era, where siege units have higher offense and air units have higher defense. Keeping these two lines of troops strong means that you will have easier attack phases, and will be harder to take down with standard or surprise attacks.&lt;br /&gt;
&lt;br /&gt;
These troops are also mixed cost when it comes to upkeep and consumption, so you will not be heavily expending one type of income over the other (food, cash).&lt;br /&gt;
&lt;br /&gt;
Wizards are another tough call. As a solo casher, you may need wizards to be able to spy other empires before you attack. As a clanned casher, you may need them to defend yourself from magic spells. Ultimately, the goal should be to have ''just enough'' wizards to suit your needs at a given time. Fewer wizards mean less money spent buying grains, but you must always consider the risk of not having as many on hand. One tip that I have used in the past is to go lighter on wizards throughout the month, and then gain them rapidly in the final week of the set. This allows you to save on food costs for most of the set while defending against final day mage spells when they are most likely to occur.&lt;br /&gt;
&lt;br /&gt;
===== '''Taxes, Again?''' =====&lt;br /&gt;
Yes, but just reiterating. Low taxes mean more population means more grain expenses. If you want to reduce your costs, you want to raise your taxes. Pretty simple, but keep in mind the risks that were outlined before.&lt;br /&gt;
&lt;br /&gt;
===== '''Hospital''' =====&lt;br /&gt;
Medical expenses add up against your income, so it is best to reduce your troop losses whenever you can. This is primarily accomplished when attacking, as defending is often outside your control. Try to attack empires that have 'holes', or low amounts of troops in a specific line. Take these empires as an example,&lt;br /&gt;
&lt;br /&gt;
'''Empire 1:'''&lt;br /&gt;
&lt;br /&gt;
Cyborgs    1,336,298&lt;br /&gt;
&lt;br /&gt;
Juggernauts    60,170,679&lt;br /&gt;
&lt;br /&gt;
Hovercrafts    2,793,727&lt;br /&gt;
&lt;br /&gt;
Dreadnoughts    27,059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Empire 2:'''&lt;br /&gt;
&lt;br /&gt;
Infantry    14,680,717&lt;br /&gt;
&lt;br /&gt;
Tanks    14,006,529&lt;br /&gt;
&lt;br /&gt;
Jets    13,300,549&lt;br /&gt;
&lt;br /&gt;
Battleships    8,410,516&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which would you rather attack here? Empire 1, certainly, as they have nearly no dreadnoughts to defend. With such low defenses, your own losses will be minimal as well. Empire 2, on the other hand, has defended all of their lines with many troops. While a break on their foot and siege lines would be possible, is it worth it? These are questions we must keep in mind when judging how to best optimize our attacks and minimize our losses, and likewise our expenses. If Empire 2 has 50,000 land and 0 DR, then surely it would be worth it to attack them, even though your losses may be higher. But if Empires 1 and 2 have similar land and DR, and you have limited attacks, then you should hit Empire 1 to save expenses and troop losses. Remember, medical expenses may be a pain, but losing troops altogether is its own form of expense as well.&lt;br /&gt;
&lt;br /&gt;
=== '''Casher Workflow''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Beginning Choices''' ====&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory.&lt;br /&gt;
&lt;br /&gt;
Let's say that you are playing a supportive (or in some cases, ''supported'') clanned casher.&lt;br /&gt;
&lt;br /&gt;
===== '''Clanned Casher''' =====&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash.&lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps, an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll).&lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage.&lt;br /&gt;
&lt;br /&gt;
In the meantime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all the resources.&lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further.&lt;br /&gt;
&lt;br /&gt;
====== '''Mage/Casher synergy''' ======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses.&lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment.&lt;br /&gt;
&lt;br /&gt;
===== '''Solo Casher''' =====&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates.&lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up.&lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income.&lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
====== '''Solo Casher Tips (Non-Reseller)''' ======&lt;br /&gt;
&lt;br /&gt;
# Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack, you will know that you are doing your best to earn the highest production possible.&lt;br /&gt;
# Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided troops either to a clan mate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on the market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals.&lt;br /&gt;
# Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs.&lt;br /&gt;
# Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweigh a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become too strong. Likewise, if a clan needs some extra assistance, try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun GIF? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community.&lt;br /&gt;
# Step 4, but '''again'''. Seriously, as a solo player, you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our play styles. So get involved, learn some more, and win the set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=106</id>
		<title>Non-Reselling Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=106"/>
		<updated>2023-05-01T09:35:05Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Casher&lt;br /&gt;
&lt;br /&gt;
*Note that this guide applies to a cashing strategy that is not strictly contingent upon utilizing the PM&lt;br /&gt;
&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire.&lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;u&amp;gt;For a quick overview of the basic flow of ''Cashing'', please refer to [[Casher|'''this guide''']].&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here are some basic facts that can help get you started&lt;br /&gt;
&lt;br /&gt;
==== '''Overview''' ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market&lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== '''Gnome''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) play style.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Pirate''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%)&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Troll''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals.&lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.'''&lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been focusing their runs on trying to earn as much income as possible without selling on the Private Market.  &lt;br /&gt;
&lt;br /&gt;
==== '''Income/Expenses''' ====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
==== '''Corruption, Savings and Loan Payments''' ====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank.&lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses.&lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash.&lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire.&lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly.&lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                   	sales coming in relatively soon.&lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Maximizing Income and Minimizing Expenses''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Land and Markets''' ====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make.&lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money.&lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''.&lt;br /&gt;
&lt;br /&gt;
===== '''''How do you get more land?''''' =====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals.&lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy.&lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land.&lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas.&lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward.&lt;br /&gt;
&lt;br /&gt;
==== '''Tax Rate''' ====&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income.&lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?''&lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death'''&lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example.&lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; This information is currently being revised and may not be accurate  &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall.&lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate.&lt;br /&gt;
&lt;br /&gt;
==== '''Adjusting Tax Rates''' ====&lt;br /&gt;
While some players opt to stay at at static 35% tax rate, you may also want to add some extra depth to your play. &lt;br /&gt;
&lt;br /&gt;
One option to do so is by changing your tax rates depending on where you are at in a run. &lt;br /&gt;
&lt;br /&gt;
For example, let's assume you were attacked and lost some land after your previous run. You have not yet used any turns, so your population count has not dropped. In this case, you may want to consider setting your tax rate very low, so that your population floor is not as drastic. This will also serve to help rebuild your population faster. &lt;br /&gt;
&lt;br /&gt;
Always change your taxes from the '&amp;lt;nowiki/&amp;gt;'''Cash'''&amp;lt;nowiki/&amp;gt;' tab rather than the ''''Empire Management'''&amp;lt;nowiki/&amp;gt;' tab in order to avoid a potential bug.&lt;br /&gt;
&lt;br /&gt;
When changing your taxrate, &amp;lt;u&amp;gt;you will not be able to change it again depending on the amount that it was changed.&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
For example, if you are at a 7% tax rate and then change it to 70%, you will not be able to adjust your tax rate again for 63 turns. This only applies to tax changes made on the Cash tab. &lt;br /&gt;
&lt;br /&gt;
An advantage of doing this is that you are able to ''frontload'' your population gains. '''Why would this matter?''' &lt;br /&gt;
&lt;br /&gt;
Because once you are at a higher population level, you can then adjust your taxrate once more, this time to a higher rate. Tax rates range from 5- 70%, and in promisance it is often best to go with the extreme levels. Setting your tax rate as high as 70% once you have a large population built up means that you can then tax those peasants at the most efficient level. &lt;br /&gt;
&lt;br /&gt;
This is especially effective if you expect to hold the land that you gain during your run, as more turns can be spent at the 70% ratio. &lt;br /&gt;
&lt;br /&gt;
Just be sure to set it back to a lower amount after you lose land, or else you risk losing a majority of your population very quickly, and become vulnerable to massacre kills. &lt;br /&gt;
&lt;br /&gt;
===== '''Massacre''' =====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0.&lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income.&lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre.&lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land.&lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count.&lt;br /&gt;
&lt;br /&gt;
==== Other Tax Considerations ====&lt;br /&gt;
There are also additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes, the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses).&lt;br /&gt;
&lt;br /&gt;
==== '''Minimizing Expenses''' ====&lt;br /&gt;
The other side of the coin. This one is a bit harder, as more net worth will always mean more expenses. This is because troops make up the bulk of an empire's net worth, and troops cost money to keep around. So how can we find a way to optimize this aspect?&lt;br /&gt;
&lt;br /&gt;
===== '''Troops and Wizards''' =====&lt;br /&gt;
First, you can keep around troops that cost less in money than others. Footmen and catapults, for example, have lower upkeep costs than air and boat units. On the flip-side, they also have relatively higher food consumption costs, meaning that you may end up spending more on grains either way if you cannot find good deals.&lt;br /&gt;
&lt;br /&gt;
Finding the right balance depends on the conditions of the set, but I find that cashers benefit most from using siege and air units. This is because we tend to stay in the Future era, where siege units have higher offense and air units have higher defense. Keeping these two lines of troops strong means that you will have easier attack phases, and will be harder to take down with standard or surprise attacks.&lt;br /&gt;
&lt;br /&gt;
These troops are also mixed cost when it comes to upkeep and consumption, so you will not be heavily expending one type of income over the other (food, cash).&lt;br /&gt;
&lt;br /&gt;
Wizards are another tough call. As a solo casher, you may need wizards to be able to spy other empires before you attack. As a clanned casher, you may need them to defend yourself from magic spells. Ultimately, the goal should be to have ''just enough'' wizards to suit your needs at a given time. Fewer wizards mean less money spent buying grains, but you must always consider the risk of not having as many on hand. One tip that I have used in the past is to go lighter on wizards throughout the month, and then gain them rapidly in the final week of the set. This allows you to save on food costs for most of the set while defending against final day mage spells when they are most likely to occur.&lt;br /&gt;
&lt;br /&gt;
===== '''Taxes, Again?''' =====&lt;br /&gt;
Yes, but just reiterating. Low taxes mean more population means more grain expenses. If you want to reduce your costs, you want to raise your taxes. Pretty simple, but keep in mind the risks that were outlined before.&lt;br /&gt;
&lt;br /&gt;
===== '''Hospital''' =====&lt;br /&gt;
Medical expenses add up against your income, so it is best to reduce your troop losses whenever you can. This is primarily accomplished when attacking, as defending is often outside your control. Try to attack empires that have 'holes', or low amounts of troops in a specific line. Take these empires as an example,&lt;br /&gt;
&lt;br /&gt;
'''Empire 1:'''&lt;br /&gt;
&lt;br /&gt;
Cyborgs    1,336,298&lt;br /&gt;
&lt;br /&gt;
Juggernauts    60,170,679&lt;br /&gt;
&lt;br /&gt;
Hovercrafts    2,793,727&lt;br /&gt;
&lt;br /&gt;
Dreadnoughts    27,059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Empire 2:'''&lt;br /&gt;
&lt;br /&gt;
Infantry    14,680,717&lt;br /&gt;
&lt;br /&gt;
Tanks    14,006,529&lt;br /&gt;
&lt;br /&gt;
Jets    13,300,549&lt;br /&gt;
&lt;br /&gt;
Battleships    8,410,516&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which would you rather attack here? Empire 1, certainly, as they have nearly no dreadnoughts to defend. With such low defenses, your own losses will be minimal as well. Empire 2, on the other hand, has defended all of their lines with many troops. While a break on their foot and siege lines would be possible, is it worth it? These are questions we must keep in mind when judging how to best optimize our attacks and minimize our losses, and likewise our expenses. If Empire 2 has 50,000 land and 0 DR, then surely it would be worth it to attack them, even though your losses may be higher. But if Empires 1 and 2 have similar land and DR, and you have limited attacks, then you should hit Empire 1 to save expenses and troop losses. Remember, medical expenses may be a pain, but losing troops altogether is its own form of expense as well.&lt;br /&gt;
&lt;br /&gt;
=== '''Casher Workflow''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Beginning Choices''' ====&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory.&lt;br /&gt;
&lt;br /&gt;
Let's say that you are playing a supportive (or in some cases, ''supported'') clanned casher.&lt;br /&gt;
&lt;br /&gt;
===== '''Clanned Casher''' =====&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash.&lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps, an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll).&lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage.&lt;br /&gt;
&lt;br /&gt;
In the meantime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all the resources.&lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further.&lt;br /&gt;
&lt;br /&gt;
====== '''Mage/Casher synergy''' ======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses.&lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment.&lt;br /&gt;
&lt;br /&gt;
===== '''Solo Casher''' =====&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates.&lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up.&lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income.&lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
====== '''Solo Casher Tips (Non-Reseller)''' ======&lt;br /&gt;
&lt;br /&gt;
# Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack, you will know that you are doing your best to earn the highest production possible.&lt;br /&gt;
# Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided troops either to a clan mate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on the market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals.&lt;br /&gt;
# Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs.&lt;br /&gt;
# Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweigh a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become too strong. Likewise, if a clan needs some extra assistance, try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun GIF? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community.&lt;br /&gt;
# Step 4, but '''again'''. Seriously, as a solo player, you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our play styles. So get involved, learn some more, and win the set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=105</id>
		<title>Non-Reselling Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=105"/>
		<updated>2023-05-01T09:34:16Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; =='''Casher Guide'''==&lt;br /&gt;
&lt;br /&gt;
*Note that this guide applies to a cashing strategy that is not strictly contingent upon utilizing the PM&lt;br /&gt;
&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire.&lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;u&amp;gt;For a quick overview of the basic flow of ''Cashing'', please refer to [[Casher|'''this guide''']].&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here are some basic facts that can help get you started&lt;br /&gt;
&lt;br /&gt;
==== '''Overview''' ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market&lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== '''Gnome''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) play style.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Pirate''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%)&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Troll''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals.&lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.'''&lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been focusing their runs on trying to earn as much income as possible without selling on the Private Market.  &lt;br /&gt;
&lt;br /&gt;
==== '''Income/Expenses''' ====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
==== '''Corruption, Savings and Loan Payments''' ====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank.&lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses.&lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash.&lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire.&lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly.&lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                   	sales coming in relatively soon.&lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Maximizing Income and Minimizing Expenses''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Land and Markets''' ====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make.&lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money.&lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''.&lt;br /&gt;
&lt;br /&gt;
===== '''''How do you get more land?''''' =====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals.&lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy.&lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land.&lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas.&lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward.&lt;br /&gt;
&lt;br /&gt;
==== '''Tax Rate''' ====&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income.&lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?''&lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death'''&lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example.&lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; This information is currently being revised and may not be accurate  &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall.&lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate.&lt;br /&gt;
&lt;br /&gt;
==== Adjusting Tax Rates ====&lt;br /&gt;
While some players opt to stay at at static 35% tax rate, you may also want to add some extra depth to your play. &lt;br /&gt;
&lt;br /&gt;
One option to do so is by changing your tax rates depending on where you are at in a run. &lt;br /&gt;
&lt;br /&gt;
For example, let's assume you were attacked and lost some land after your previous run. You have not yet used any turns, so your population count has not dropped. In this case, you may want to consider setting your tax rate very low, so that your population floor is not as drastic. This will also serve to help rebuild your population faster. &lt;br /&gt;
&lt;br /&gt;
Always change your taxes from the '&amp;lt;nowiki/&amp;gt;'''Cash'''&amp;lt;nowiki/&amp;gt;' tab rather than the ''''Empire Management'''&amp;lt;nowiki/&amp;gt;' tab in order to avoid a potential bug. &lt;br /&gt;
&lt;br /&gt;
When changing your taxrate, &amp;lt;u&amp;gt;you will not be able to change it again depending on the amount that it was changed.&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
For example, if you are at a 7% tax rate and then change it to 70%, you will not be able to adjust your tax rate again for 63 turns. This only applies to tax changes made on the Cash tab. &lt;br /&gt;
&lt;br /&gt;
An advantage of doing this is that you are able to ''frontload'' your population gains. '''Why would this matter?''' &lt;br /&gt;
&lt;br /&gt;
Because once you are at a higher population level, you can then adjust your taxrate once more, this time to a higher rate. Tax rates range from 5- 70%, and in promisance it is often best to go with the extreme levels. Setting your tax rate as high as 70% once you have a large population built up means that you can then tax those peasants at the most efficient level. &lt;br /&gt;
&lt;br /&gt;
This is especially effective if you expect to hold the land that you gain during your run, as more turns can be spent at the 70% ratio. &lt;br /&gt;
&lt;br /&gt;
Just be sure to set it back to a lower amount after you lose land, or else you risk losing a majority of your population very quickly, and become vulnerable to massacre kills. &lt;br /&gt;
&lt;br /&gt;
===== '''Massacre''' =====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0.&lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income.&lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre.&lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land.&lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count.&lt;br /&gt;
&lt;br /&gt;
==== Other Tax Considerations ====&lt;br /&gt;
There are also additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes, the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses).&lt;br /&gt;
&lt;br /&gt;
==== '''Minimizing Expenses''' ====&lt;br /&gt;
The other side of the coin. This one is a bit harder, as more net worth will always mean more expenses. This is because troops make up the bulk of an empire's net worth, and troops cost money to keep around. So how can we find a way to optimize this aspect?&lt;br /&gt;
&lt;br /&gt;
===== '''Troops and Wizards''' =====&lt;br /&gt;
First, you can keep around troops that cost less in money than others. Footmen and catapults, for example, have lower upkeep costs than air and boat units. On the flip-side, they also have relatively higher food consumption costs, meaning that you may end up spending more on grains either way if you cannot find good deals.&lt;br /&gt;
&lt;br /&gt;
Finding the right balance depends on the conditions of the set, but I find that cashers benefit most from using siege and air units. This is because we tend to stay in the Future era, where siege units have higher offense and air units have higher defense. Keeping these two lines of troops strong means that you will have easier attack phases, and will be harder to take down with standard or surprise attacks.&lt;br /&gt;
&lt;br /&gt;
These troops are also mixed cost when it comes to upkeep and consumption, so you will not be heavily expending one type of income over the other (food, cash).&lt;br /&gt;
&lt;br /&gt;
Wizards are another tough call. As a solo casher, you may need wizards to be able to spy other empires before you attack. As a clanned casher, you may need them to defend yourself from magic spells. Ultimately, the goal should be to have ''just enough'' wizards to suit your needs at a given time. Fewer wizards mean less money spent buying grains, but you must always consider the risk of not having as many on hand. One tip that I have used in the past is to go lighter on wizards throughout the month, and then gain them rapidly in the final week of the set. This allows you to save on food costs for most of the set while defending against final day mage spells when they are most likely to occur.&lt;br /&gt;
&lt;br /&gt;
===== '''Taxes, Again?''' =====&lt;br /&gt;
Yes, but just reiterating. Low taxes mean more population means more grain expenses. If you want to reduce your costs, you want to raise your taxes. Pretty simple, but keep in mind the risks that were outlined before.&lt;br /&gt;
&lt;br /&gt;
===== '''Hospital''' =====&lt;br /&gt;
Medical expenses add up against your income, so it is best to reduce your troop losses whenever you can. This is primarily accomplished when attacking, as defending is often outside your control. Try to attack empires that have 'holes', or low amounts of troops in a specific line. Take these empires as an example,&lt;br /&gt;
&lt;br /&gt;
'''Empire 1:'''&lt;br /&gt;
&lt;br /&gt;
Cyborgs    1,336,298&lt;br /&gt;
&lt;br /&gt;
Juggernauts    60,170,679&lt;br /&gt;
&lt;br /&gt;
Hovercrafts    2,793,727&lt;br /&gt;
&lt;br /&gt;
Dreadnoughts    27,059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Empire 2:'''&lt;br /&gt;
&lt;br /&gt;
Infantry    14,680,717&lt;br /&gt;
&lt;br /&gt;
Tanks    14,006,529&lt;br /&gt;
&lt;br /&gt;
Jets    13,300,549&lt;br /&gt;
&lt;br /&gt;
Battleships    8,410,516&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which would you rather attack here? Empire 1, certainly, as they have nearly no dreadnoughts to defend. With such low defenses, your own losses will be minimal as well. Empire 2, on the other hand, has defended all of their lines with many troops. While a break on their foot and siege lines would be possible, is it worth it? These are questions we must keep in mind when judging how to best optimize our attacks and minimize our losses, and likewise our expenses. If Empire 2 has 50,000 land and 0 DR, then surely it would be worth it to attack them, even though your losses may be higher. But if Empires 1 and 2 have similar land and DR, and you have limited attacks, then you should hit Empire 1 to save expenses and troop losses. Remember, medical expenses may be a pain, but losing troops altogether is its own form of expense as well.&lt;br /&gt;
&lt;br /&gt;
=== '''Casher Workflow''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Beginning Choices''' ====&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory.&lt;br /&gt;
&lt;br /&gt;
Let's say that you are playing a supportive (or in some cases, ''supported'') clanned casher.&lt;br /&gt;
&lt;br /&gt;
===== '''Clanned Casher''' =====&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash.&lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps, an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll).&lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage.&lt;br /&gt;
&lt;br /&gt;
In the meantime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all the resources.&lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further.&lt;br /&gt;
&lt;br /&gt;
====== '''Mage/Casher synergy''' ======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses.&lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment.&lt;br /&gt;
&lt;br /&gt;
===== '''Solo Casher''' =====&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates.&lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up.&lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income.&lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
====== '''Solo Casher Tips (Non-Reseller)''' ======&lt;br /&gt;
&lt;br /&gt;
# Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack, you will know that you are doing your best to earn the highest production possible.&lt;br /&gt;
# Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided troops either to a clan mate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on the market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals.&lt;br /&gt;
# Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs.&lt;br /&gt;
# Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweigh a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become too strong. Likewise, if a clan needs some extra assistance, try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun GIF? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community.&lt;br /&gt;
# Step 4, but '''again'''. Seriously, as a solo player, you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our play styles. So get involved, learn some more, and win the set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=104</id>
		<title>Non-Reselling Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=104"/>
		<updated>2023-04-29T12:13:29Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; =='''Casher Guide'''==&lt;br /&gt;
&lt;br /&gt;
*Note that this guide applies to a cashing strategy that is not strictly contingent upon utilizing the PM&lt;br /&gt;
&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire.&lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;u&amp;gt;For a quick overview of the basic flow of ''Cashing'', please refer to [[Casher|'''this guide''']].&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here are some basic facts that can help get you started&lt;br /&gt;
&lt;br /&gt;
==== '''Overview''' ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market&lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== '''Gnome''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) play style.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Pirate''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%)&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Troll''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals.&lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.'''&lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been focusing their runs on trying to earn as much income as possible without selling on the Private Market.  &lt;br /&gt;
&lt;br /&gt;
==== '''Income/Expenses''' ====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
==== '''Corruption, Savings and Loan Payments''' ====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank.&lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses.&lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash.&lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire.&lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly.&lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                   	sales coming in relatively soon.&lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Maximizing Income and Minimizing Expenses''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Land and Markets''' ====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make.&lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money.&lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''.&lt;br /&gt;
&lt;br /&gt;
===== '''''How do you get more land?''''' =====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals.&lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy.&lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land.&lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas.&lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward.&lt;br /&gt;
&lt;br /&gt;
==== '''Tax Rate''' ====&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income.&lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?''&lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death'''&lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example.&lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates.&lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; This information is currently being revised and may not be accurate  &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall.&lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate.&lt;br /&gt;
&lt;br /&gt;
For this reason, the best tax rate in general is somewhere in the middle, closer to the default of 35%. This will ensure that you have a strong base of peasants to tax, and that they are being taxed effectively.&lt;br /&gt;
&lt;br /&gt;
===== '''Other Tax Rate Considerations''' =====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0.&lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income.&lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre.&lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land.&lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count.&lt;br /&gt;
&lt;br /&gt;
One other tax-rate consideration comes from the additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes, the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses).&lt;br /&gt;
&lt;br /&gt;
==== '''Minimizing Expenses''' ====&lt;br /&gt;
The other side of the coin. This one is a bit harder, as more net worth will always mean more expenses. This is because troops make up the bulk of an empire's net worth, and troops cost money to keep around. So how can we find a way to optimize this aspect?&lt;br /&gt;
&lt;br /&gt;
===== '''Troops and Wizards''' =====&lt;br /&gt;
First, you can keep around troops that cost less in money than others. Footmen and catapults, for example, have lower upkeep costs than air and boat units. On the flip-side, they also have relatively higher food consumption costs, meaning that you may end up spending more on grains either way if you cannot find good deals.&lt;br /&gt;
&lt;br /&gt;
Finding the right balance depends on the conditions of the set, but I find that cashers benefit most from using siege and air units. This is because we tend to stay in the Future era, where siege units have higher offense and air units have higher defense. Keeping these two lines of troops strong means that you will have easier attack phases, and will be harder to take down with standard or surprise attacks.&lt;br /&gt;
&lt;br /&gt;
These troops are also mixed cost when it comes to upkeep and consumption, so you will not be heavily expending one type of income over the other (food, cash).&lt;br /&gt;
&lt;br /&gt;
Wizards are another tough call. As a solo casher, you may need wizards to be able to spy other empires before you attack. As a clanned casher, you may need them to defend yourself from magic spells. Ultimately, the goal should be to have ''just enough'' wizards to suit your needs at a given time. Fewer wizards mean less money spent buying grains, but you must always consider the risk of not having as many on hand. One tip that I have used in the past is to go lighter on wizards throughout the month, and then gain them rapidly in the final week of the set. This allows you to save on food costs for most of the set while defending against final day mage spells when they are most likely to occur.&lt;br /&gt;
&lt;br /&gt;
===== '''Taxes, Again?''' =====&lt;br /&gt;
Yes, but just reiterating. Low taxes mean more population means more grain expenses. If you want to reduce your costs, you want to raise your taxes. Pretty simple, but keep in mind the risks that were outlined before.&lt;br /&gt;
&lt;br /&gt;
===== '''Hospital''' =====&lt;br /&gt;
Medical expenses add up against your income, so it is best to reduce your troop losses whenever you can. This is primarily accomplished when attacking, as defending is often outside your control. Try to attack empires that have 'holes', or low amounts of troops in a specific line. Take these empires as an example,&lt;br /&gt;
&lt;br /&gt;
'''Empire 1:'''&lt;br /&gt;
&lt;br /&gt;
Cyborgs    1,336,298&lt;br /&gt;
&lt;br /&gt;
Juggernauts    60,170,679&lt;br /&gt;
&lt;br /&gt;
Hovercrafts    2,793,727&lt;br /&gt;
&lt;br /&gt;
Dreadnoughts    27,059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Empire 2:'''&lt;br /&gt;
&lt;br /&gt;
Infantry    14,680,717&lt;br /&gt;
&lt;br /&gt;
Tanks    14,006,529&lt;br /&gt;
&lt;br /&gt;
Jets    13,300,549&lt;br /&gt;
&lt;br /&gt;
Battleships    8,410,516&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which would you rather attack here? Empire 1, certainly, as they have nearly no dreadnoughts to defend. With such low defenses, your own losses will be minimal as well. Empire 2, on the other hand, has defended all of their lines with many troops. While a break on their foot and siege lines would be possible, is it worth it? These are questions we must keep in mind when judging how to best optimize our attacks and minimize our losses, and likewise our expenses. If Empire 2 has 50,000 land and 0 DR, then surely it would be worth it to attack them, even though your losses may be higher. But if Empires 1 and 2 have similar land and DR, and you have limited attacks, then you should hit Empire 1 to save expenses and troop losses. Remember, medical expenses may be a pain, but losing troops altogether is its own form of expense as well.&lt;br /&gt;
&lt;br /&gt;
=== '''Casher Workflow''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Beginning Choices''' ====&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory.&lt;br /&gt;
&lt;br /&gt;
Let's say that you are playing a supportive (or in some cases, ''supported'') clanned casher.&lt;br /&gt;
&lt;br /&gt;
===== '''Clanned Casher''' =====&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash.&lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps, an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll).&lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage.&lt;br /&gt;
&lt;br /&gt;
In the meantime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all the resources.&lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further.&lt;br /&gt;
&lt;br /&gt;
====== '''Mage/Casher synergy''' ======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses.&lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment.&lt;br /&gt;
&lt;br /&gt;
===== '''Solo Casher''' =====&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates.&lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up.&lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income.&lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
====== '''Solo Casher Tips (Non-Reseller)''' ======&lt;br /&gt;
&lt;br /&gt;
# Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack, you will know that you are doing your best to earn the highest production possible.&lt;br /&gt;
# Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided troops either to a clan mate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on the market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals.&lt;br /&gt;
# Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs.&lt;br /&gt;
# Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweigh a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become too strong. Likewise, if a clan needs some extra assistance, try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun GIF? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community.&lt;br /&gt;
# Step 4, but '''again'''. Seriously, as a solo player, you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our play styles. So get involved, learn some more, and win the set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=103</id>
		<title>Non-Reselling Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=103"/>
		<updated>2023-04-17T19:57:29Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='''Casher Guide'''==&lt;br /&gt;
&lt;br /&gt;
*Note that this guide applies to a cashing strategy that is not strictly contingent upon utilizing the PM&lt;br /&gt;
&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire. &lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;u&amp;gt;For a quick overview of the basic flow of ''Cashing'', please refer to [[Casher|'''this guide''']].&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here are some basic facts that can help get you started &lt;br /&gt;
&lt;br /&gt;
==== '''Overview''' ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market &lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== '''Gnome''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) playstyle. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Pirate''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%) &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Troll''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals. &lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.''' &lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been focusing their runs on trying to earn as much income as possible without selling on the Private Market.  &lt;br /&gt;
&lt;br /&gt;
==== '''Income/Expenses''' ====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
==== '''Corruption, Savings and Loan Payments''' ====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank. &lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses. &lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash. &lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire. &lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly. &lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                       sales coming in relatively soon. &lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Maximizing Income and Minimizing Expenses''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Land and Markets''' ====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make. &lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money. &lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''. &lt;br /&gt;
&lt;br /&gt;
===== '''''How do you get more land?''''' =====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals. &lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land. &lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy. &lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land. &lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas. &lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward. &lt;br /&gt;
&lt;br /&gt;
==== '''Tax Rate''' ====&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income. &lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?'' &lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death''' &lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example. &lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; This information is currently being revised and may not be accurate  &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall. &lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate. &lt;br /&gt;
&lt;br /&gt;
For this reason, the best tax rate in general is somewhere in the middle, closer to the default of 35%. This will ensure that you have a strong base of peasants to tax, and that they are being taxed effectively. &lt;br /&gt;
&lt;br /&gt;
===== '''Other Tax Rate Considerations''' =====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0. &lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income. &lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre. &lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land. &lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count. &lt;br /&gt;
&lt;br /&gt;
One other tax-rate consideration comes from the additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses). &lt;br /&gt;
&lt;br /&gt;
==== '''Minimizing Expenses''' ====&lt;br /&gt;
The other side of the coin. This one is a bit harder, as more networth will always mean more expenses. This is because troops make up the bulk of an empire's networth, and troops cost money to keep around. So how can we find way to optimize this aspect? &lt;br /&gt;
&lt;br /&gt;
===== '''Troops and Wizards''' =====&lt;br /&gt;
First, you can keep around troops that cost less in money than others. Footmen and catapults, for example, have lower upkeep costs than air and boat units. On the flip-side, they also have relatively higher food consumption costs, meaning that you may end up spending more on grains either way if you cannot find good deals. &lt;br /&gt;
&lt;br /&gt;
Finding the right balance depends on the conditions of the set, but I find that cashers benefit most from using siege and air units. This is because we tend to stay in the Future era, where siege units have higher offense and air units have higher defense. Keeping these two lines of troops strong means that you will have easier attack phases, and will be harder to take down with standard or surprise attacks. &lt;br /&gt;
&lt;br /&gt;
These troops are also mixed cost when it comes to upkeep and consumption, so you will not be heavily expending one type of income over the other (food, cash). &lt;br /&gt;
&lt;br /&gt;
Wizards are another tough call. As a solo casher, you may need wizards to be able to spy other empires before you attack. As a clanned casher, you may need them to defend yourself from magic spells. Ultimately, the goal should be to have ''just enough'' wizards to suit your needs at a given time. Less wizards means less money spent buying grains, but you must always consider the risk of not having as many on hand. One tip that I have used in the past is to go lighter on wizards throughout the month, and then gain them rapidly in the final week of the set. This allows you to save on food costs for most of the set while defending against final day mage spells when they are most likely to occur. &lt;br /&gt;
&lt;br /&gt;
===== '''Taxes, Again?''' =====&lt;br /&gt;
Yes, but just reiterating. Low taxes means more population means more grain expenses. If you want to reduce your costs, you want to raise your taxes. Pretty simple, but keep in mind the risks that were outlined before. &lt;br /&gt;
&lt;br /&gt;
===== '''Hospital''' =====&lt;br /&gt;
Medical expenses add up against your income, so it is best to reduce your troop losses whenever you can. This is primarily accomplished when attacking, as defending is often outside of your control. Try to attack empires that have 'holes', or low amounts of troops in a specific line. Take these empires as an example, &lt;br /&gt;
&lt;br /&gt;
'''Empire 1:''' &lt;br /&gt;
&lt;br /&gt;
Cyborgs    1,336,298&lt;br /&gt;
&lt;br /&gt;
Juggernauts    60,170,679&lt;br /&gt;
&lt;br /&gt;
Hovercrafts    2,793,727&lt;br /&gt;
&lt;br /&gt;
Dreadnoughts    27,059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Empire 2:''' &lt;br /&gt;
&lt;br /&gt;
Infantry    14,680,717&lt;br /&gt;
&lt;br /&gt;
Tanks    14,006,529&lt;br /&gt;
&lt;br /&gt;
Jets    13,300,549&lt;br /&gt;
&lt;br /&gt;
Battleships    8,410,516&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which would you rather attack here? Empire 1, certainly, as they have nearly no dreadnoughts to defend. With such low defenses, your own losses will be minimal as well. Empire 2, on the other hand, has defended all of their lines with a large number of troops. While a break on their foot and siege lines would be possible, is it worth it? These are questions we must keep in mind when judging how to best optimize our attacks and minimize our losses, and likewise our expenses. If Empire 2 has 50,000 land and 0 DR, then surely it would be worth it to attack them even though your losses may be higher. But if Empires 1 and 2 have similar land and DR, and you have limited attacks, then you should hit Empire 1 to save expenses and troop losses. Remember, medical expenses may be a pain, but losing troops altogether is its own form of expense as well. &lt;br /&gt;
&lt;br /&gt;
=== '''Casher Workflow''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Beginning Choices''' ====&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory. &lt;br /&gt;
&lt;br /&gt;
Let's say that you are playing a supportive (or in some cases, ''suppported'') clanned casher. &lt;br /&gt;
&lt;br /&gt;
===== '''Clanned Casher''' =====&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash. &lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll). &lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage. &lt;br /&gt;
&lt;br /&gt;
In the meanntime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all of the resources. &lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further. &lt;br /&gt;
&lt;br /&gt;
====== '''Mage/Casher synergy''' ======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses. &lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment. &lt;br /&gt;
&lt;br /&gt;
===== '''Solo Casher''' =====&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates. &lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up. &lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income. &lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
====== '''Solo Casher Tips (Non-Reseller)''' ======&lt;br /&gt;
&lt;br /&gt;
# Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack you will know that you are doing your best to earn the highest production possible. &lt;br /&gt;
# Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided out troops either to a clanmate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals. &lt;br /&gt;
# Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs. &lt;br /&gt;
# Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweight a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become to strong. Likewise, if a clan needs some extra assistance try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun gif? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community. &lt;br /&gt;
# Step 4, but '''again'''. Seriously, as a solo player you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our playstyles. So get involved, learn some more, and win the set. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Game_Guide&amp;diff=102</id>
		<title>Game Guide</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Game_Guide&amp;diff=102"/>
		<updated>2023-04-17T14:29:45Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Reborn Promisance: New Player Game Guide''' ==&lt;br /&gt;
[https://docs.google.com/document/d/1ox-9cGIvuznjRwRYAi8_fmhvmu6p0bqTSGk9640jogw/edit Source Doc] with images included  &lt;br /&gt;
&lt;br /&gt;
Overview: Building a basic understanding of Reborn Promisance as a new player that is unfamiliar with the promisance genre of games, or similar text-based empire simulators. &lt;br /&gt;
&lt;br /&gt;
Goals: &lt;br /&gt;
&lt;br /&gt;
# '''Creating an Account'''&lt;br /&gt;
# '''Creating an Empire'''&lt;br /&gt;
# '''First 500 Turns'''&lt;br /&gt;
# '''Core Gameplay and Tips'''&lt;br /&gt;
# '''Additional Resources'''&lt;br /&gt;
&lt;br /&gt;
== '''Creating an Account''' ==&lt;br /&gt;
Each player is allowed to have one account with us. This account can be used to create one empire on each server. &lt;br /&gt;
&lt;br /&gt;
'''Account''': Saving your information for use in Reborn Promisance&lt;br /&gt;
&lt;br /&gt;
'''Server''': Each server represents a different game mode. Modern, for example, differs from Turbo and Classic in a number of ways including turns per hour, in-game features, and viable strategies. &lt;br /&gt;
&lt;br /&gt;
To create an account, players will want to navigate to the home page of Reborn Promisance at https://rebornpromisance.com/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once there, navigate to the “'''Create Account'''” button found under the “'''Sign-In'''” options. Note that once an account has been created you will be able to use that information to log in at any time from your browser. &lt;br /&gt;
&lt;br /&gt;
We recommend that you ''save your password and username'' for ease of access, and to avoid losing your progress and saved history. &lt;br /&gt;
&lt;br /&gt;
== '''Creating an Empire''' ==&lt;br /&gt;
Now that you have an account, it’s time to start up your first Empire on one of the open servers. &lt;br /&gt;
&lt;br /&gt;
'''Empire''': The player’s representation in Reborn Promisance. Think of it as your own custom nation in a world populated by other player’s with their own unique empires. &lt;br /&gt;
&lt;br /&gt;
=== '''Picking a Server''' ===&lt;br /&gt;
First thing’s first, let’s go ahead and pick a server. The following is a short breakdown of the current server options. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modern''': The default server. In this game mode, code changes and patches are frequently added to enhance balance and keep the game dynamic. Players will receive 2 turns every 15 minutes, with a max of 360 turns. Players can store up to 150 turns after reaching their max amount, in which case they will receive an additional turn every 15 minutes until their stored balance is depleted. &lt;br /&gt;
&lt;br /&gt;
'''Turbo''': Turbo is a faster-paced game mode that emphasizes solo play. Players cannot team up or join clans, but receive turns at a faster rate (full turns each day). Note that there are special rules for this game mode to ensure fairness. &lt;br /&gt;
&lt;br /&gt;
'''Classic''': The classic server is representative of an older version of the game code. This version will be more familiar to players who have joined Promisance-style games in the past. The structure of this game mode is rarely changed. Players will receive the same turns as in Modern. &lt;br /&gt;
&lt;br /&gt;
'''Clanned''': The official team-mode of promisance, in this server players will be paired with other players in a ‘clan’ in order to wage war against another team of players. This mode follows a draft-style team choice, and has the same mechanics structure as the Modern server. &lt;br /&gt;
&lt;br /&gt;
'''Quickplay''': The testing server. Players receive full turns each hour, and are able to create an empire to test out different strategies. This server is not intended to be competitive, and players are encouraged to focus on testing only. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the purpose of this guide, let’s focus on the default '''Modern''' server. &lt;br /&gt;
&lt;br /&gt;
All you will need to do to create an empire is ''log in, choose your server, and pick your Empire Name and Race''. Your empire name is how you will appear to other players, and can be changed once per round. Your race can be changed for free if you have not used any turns, and determines the best strategy that can be used in the round. &lt;br /&gt;
&lt;br /&gt;
=== '''Choosing a Race''' ===&lt;br /&gt;
'''Races''': Each race is suited to one particular strategy, and you can get some insight into these choices by viewing the Race Guide below. &lt;br /&gt;
&lt;br /&gt;
As you can see, Gremlin has a massive agricultural bonus. Elf, on the other hand, receives large bonuses to their Mana and Magic production. These bonuses have a large impact on game performance, and should be the focus of your choice when first creating an empire.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Strategy''' ===&lt;br /&gt;
The production method of an empire. The 4 main strategies at this time are,&lt;br /&gt;
&lt;br /&gt;
# '''Farmer''': Farming empires strive to produce grains both for themselves, and for other empires via selling on the Public Market or using Foreign Aid to trade with your team. Farmers like to build, of course, farms! Farmers prefer to be in the Present Era due to the agricultural bonuses. The primary farming races are Gremlin and Tengu.&lt;br /&gt;
# '''Casher''': Cashers focus their production on generating income. This can be done using markets, which directly increase your per-turn income. Cashers are best suited to the Future era, where they receive increased income bonuses. The primary casher races are Gnome and Pirate.&lt;br /&gt;
# '''Industrial''': Industrial, or ‘indy’ strategies, focus on building a massive army. Indy empires build blacksmiths to increase their per-turn troop production. These troops can be sold on the Public Market, or sent as aid to your teammates. Industrial Empires are best suited to the Future era, and the primary races for this strategy are Goblin and Dwarf.&lt;br /&gt;
# '''Mage''': Mages generate a resource known as mana to use on various spells. The primary spells are Tree of Gold, which magically produces a large chunk of income, and Cornucopia, which produces a large chunk of grains. Mages prefer to be in the Past era, and the primary mage races are Elf and Drow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this in mind, let’s move on to creating an empire! As a new player, we recommend that you choose a simpler strategy like ‘Farming’, with a race such as Gremlin or Tengu being well-suited to that role.&lt;br /&gt;
&lt;br /&gt;
Now that you have an empire, let’s hit Play! &lt;br /&gt;
&lt;br /&gt;
== '''First 500 Turns''' ==&lt;br /&gt;
You are now in the driver seat of your first empire! Depending on when in the round you have joined, you may see some turns already populated for you. New empires generally start with 200 turns, which is not coincidentally the number of turns players spend in Protection Mode. &lt;br /&gt;
&lt;br /&gt;
'''Protection Mode''': New players in this status will be unable to attack or be attacked, send foreign aid, or interact with the Public Market. This status will end immediately after the 201st turn is spent. &lt;br /&gt;
&lt;br /&gt;
While advanced players have different ways of playing out the first turns in protection mode, for the purposes of this guide we will keep it simple. &lt;br /&gt;
&lt;br /&gt;
# First, we will navigate to the side-bar on the left and hit the Explore option. We recommend that you explore between 10-20 turns in order to start generating Income, with which you can build structures. &lt;br /&gt;
# Next, we will want to navigate to the Build tab and spend 5-10 turns building mage towers in order to start generating wizards, which act as a magical defense measure in the Modern server. &lt;br /&gt;
# Next, we will want to either go back to exploring, or if you have the income, spend 10 turns building your primary production building. As a reminder, this would be ‘farms’ for a farmer race. &lt;br /&gt;
# Once you have this basic structure down, you can switch between exploring for more land and building more structures. We recommend focusing more heavily on exploring, as land is the primary driver of high production. That said, you will soon start to feel which method works best for you. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key thing to remember here is to not go over 200 turns spent! This will leave you open to attack, with few turns to respond with. Once you have spent exactly 200 turns, you should stop your run at that time and wait for your turns to refill. As a general tip, waiting for full turns will always beat running with partial turns. &lt;br /&gt;
&lt;br /&gt;
'''Runs''': Using your turns consecutively is referred to as a run. Players are encouraged to not interfere with other empires while they run. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''After Protection''' ===&lt;br /&gt;
You’ve waited patiently, and are now up to a full 360 turns! It’s time to leave protection and carve your place in the server. As this guide is intended for newer players, we will choose a simpler path for breaking protection. &lt;br /&gt;
&lt;br /&gt;
First, check to see if you are able to build more structures with the land that you have amassed in protection. If so, build your chosen production building until you have no unused land. &lt;br /&gt;
&lt;br /&gt;
Next, use your stored mana to visit the Magic Center and set up a Spell Shield. This will protect you from hostile enemy spells, and is a great habit to form early on. &lt;br /&gt;
&lt;br /&gt;
Finally, go back to the alternating pattern of exploring and building. I prefer to spend 20-30 turns at a time exploring before going back to build on that land. This ensures that you are using your new land effectively. &lt;br /&gt;
&lt;br /&gt;
When you are at 0 turns left, you can officially say that you have completed your first run! Congratulations! &lt;br /&gt;
&lt;br /&gt;
== '''Core Gameplay and Tips''' ==&lt;br /&gt;
After your recent run you will need to wait again to reach full turns. This will come faster if you have Stored Turns available, but in general takes about 2 days. At this point you now have a solid empire with a production base. &lt;br /&gt;
&lt;br /&gt;
=== '''What’s next?''' ===&lt;br /&gt;
Well, this is where it becomes difficult to plan ahead. Reborn Promisance is a strategy game, and there is no one best way to play the game. That said, here are some fundamental interactions that every player should be aware of. &lt;br /&gt;
&lt;br /&gt;
'''Clans''': A clan is a group of players who are in a team together. These groups cannot attack each other, but they can send additional Foreign Aid (trading) shipments. &lt;br /&gt;
&lt;br /&gt;
Clanned gameplay emphasizes teamwork and efficiency, with each team member specializing in a certain production type. As a farmer, for example, your role is to supply your teammates with food. They likewise will be sending you cash, troops, and additional defenses. &lt;br /&gt;
&lt;br /&gt;
Clans are the best way to learn the game, especially if you have met a more experienced player or clan leader. Note that clans are also able to war each other, and are therefore more focused on diplomatic relations with other clans in the server. We highly recommend that all new players find a clan to join for their first month. &lt;br /&gt;
&lt;br /&gt;
'''Solo''': Solo players receive a 15% production bonus at the cost of being unable to trade and work with other players. Solo play is ideal for returning veterans that enjoy a challenge. Solo players cannot war or be warred, and cannot receive or send Foreign Aid if they elect to receive the production bonus mentioned earlier. &lt;br /&gt;
&lt;br /&gt;
=== '''Public and Black Markets''' ===&lt;br /&gt;
'''Public Market''': This is where you can buy and sell troops and resources from and to other players. Farmers, for example, can list their grains on the Public Market, and once they are available then other empires can buy your grains from you. This is the primary method for strategies other than Casher to receive income to support their growing empire. &lt;br /&gt;
&lt;br /&gt;
'''Black Market''': This market is non-interactive, and allows players to buy and sell troops and resources at will. In most cases, the Public Market will have better deals for both, though this is not always the case. &lt;br /&gt;
&lt;br /&gt;
=== '''Attacking and Defending''' ===&lt;br /&gt;
While we have focused on exploring earlier, this is not the primary way to gain land. Most players will focus on using attacks to gain land, and this is an expected part of the game in order to keep land flowing across the server. While attacking is a vital part of the gameplay experience, it can be somewhat overwhelming to begin with. &lt;br /&gt;
&lt;br /&gt;
The key elements of attacking to remember are, &lt;br /&gt;
&lt;br /&gt;
'''Troop Types and Eras''': Depending on the era you would like to stay in, some troops are better than others. For example, as a farmer in the Present era you will benefit most from using Battleships for offense and Tanks for defense. &lt;br /&gt;
&lt;br /&gt;
Using battleships as an example, you can locate your targets on the Scores page and click your intended target’s name to access the Attack option. This can also be done through the War Center tab. Once on the attack page, you can use Coastal Assault to send your battleships to battle. &lt;br /&gt;
&lt;br /&gt;
If your troops succeed in breaking the targeted empire’s defenses, then you will gain land and destroy a portion of your target’s troops. You will also lose a number of troops on your side when doing so if the empire is able to partially defend your attack. &lt;br /&gt;
&lt;br /&gt;
Players can attack up to 30 times in a run, with attacks refreshing over time. This limit is removed once a clanned empire enters a war status. &lt;br /&gt;
&lt;br /&gt;
To enhance your attacking abilities, we recommend collecting Intel before attacking. This is done by sending a spell called Crystal Ball to your intended target. If it is successful, then you will see your target’s troop totals and defenses. Note that to succeed in sending this spell you will need to have more wizards than your opponent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each attack you send will lower your empire’s Health total. Each turn that you spend not attacking will increase your health total. You should strive to always attack at full health, as this makes your attacks more likely to succeed. For this reason, many players will heal or build in between attacks using options such as Farm, Explore, and Build. &lt;br /&gt;
&lt;br /&gt;
=== '''Production Tabs''' ===&lt;br /&gt;
As mentioned earlier, each strategy has a specific mode of production that they excel at. This is further enhanced by spending your turns entirely on that production using the production tabs. Farmers, as a continued example, can use their turns on the Farm tab to get an increase of 25% in production for each turn spent. The same idea applies to each strategy and their corresponding production tabs. &lt;br /&gt;
&lt;br /&gt;
When do we use these tabs? &lt;br /&gt;
&lt;br /&gt;
Generally you will want to focus on production once you are on a higher land total. This can be after you have attacked on your run, or in between attacks to gain health. &lt;br /&gt;
&lt;br /&gt;
'''More land = better production, provided you have built your land up to achieve that goal.''' &lt;br /&gt;
&lt;br /&gt;
By spending your time producing resources you not only will be able to better upkeep your empire, but you will also have more to sell and market in order to earn cash to buy troops and additional resources. &lt;br /&gt;
&lt;br /&gt;
'''Net''': Your empire’s progress is based on your total net. Net is determined based on the number of resources and land that you currently have, as well as your empire’s troop total. Troops, or military units, make up the bulk of an empire’s net worth. &lt;br /&gt;
&lt;br /&gt;
For this reason, many strategies focus on converting production into military troops. This allows players to not only attack more successfully, but also earn a higher rank compared to other empires on the scoreboard. &lt;br /&gt;
&lt;br /&gt;
—&lt;br /&gt;
&lt;br /&gt;
== '''Additional Resources''' ==&lt;br /&gt;
[http://windetch.com/recalc.php?server=modern&amp;amp;u_data=&amp;amp;e_data=&amp;amp;sdef=None&amp;amp;war=0&amp;amp;submit=Load%21 Windetch’s Attack Calculator]: Helpful for learning to send attacks and spells. &lt;br /&gt;
&lt;br /&gt;
[https://rebornpromisance.com/classic/?location=pguide&amp;amp;section=guide Internal Game Guide]: Helpful for referencing basics of game mechanics&lt;br /&gt;
&lt;br /&gt;
Code Changelog: List of all major changes to the game’s code as well as patch explanations. &lt;br /&gt;
&lt;br /&gt;
Discord: Place to have fun, talk to other players, and ask questions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While this guide is not intended to be a comprehensive path to game mastery, we hope that it is enough to get you started on this journey! As always, the best way to learn is by experience. &lt;br /&gt;
&lt;br /&gt;
While you will naturally gain experience as you play, you can also lean on the experience of our veteran players that are more than willing to help whenever they can! You can also reach out directly to me on Discord under the username Fizdiz#2136, and I will be happy to answer any questions that you may have. &lt;br /&gt;
&lt;br /&gt;
Thank you, and I look forward to getting attacked and slaughtered by every one of you &amp;lt;3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Game_Guide&amp;diff=101</id>
		<title>Game Guide</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Game_Guide&amp;diff=101"/>
		<updated>2023-04-17T14:29:17Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Reborn Promisance: New Player Game Guide''' ==&lt;br /&gt;
[https://docs.google.com/document/d/1ox-9cGIvuznjRwRYAi8_fmhvmu6p0bqTSGk9640jogw/edit Source Doc]  &lt;br /&gt;
&lt;br /&gt;
Overview: Building a basic understanding of Reborn Promisance as a new player that is unfamiliar with the promisance genre of games, or similar text-based empire simulators. &lt;br /&gt;
&lt;br /&gt;
Goals: &lt;br /&gt;
&lt;br /&gt;
# '''Creating an Account'''&lt;br /&gt;
# '''Creating an Empire'''&lt;br /&gt;
# '''First 500 Turns'''&lt;br /&gt;
# '''Core Gameplay and Tips'''&lt;br /&gt;
# '''Additional Resources'''&lt;br /&gt;
&lt;br /&gt;
== '''Creating an Account''' ==&lt;br /&gt;
Each player is allowed to have one account with us. This account can be used to create one empire on each server. &lt;br /&gt;
&lt;br /&gt;
'''Account''': Saving your information for use in Reborn Promisance&lt;br /&gt;
&lt;br /&gt;
'''Server''': Each server represents a different game mode. Modern, for example, differs from Turbo and Classic in a number of ways including turns per hour, in-game features, and viable strategies. &lt;br /&gt;
&lt;br /&gt;
To create an account, players will want to navigate to the home page of Reborn Promisance at https://rebornpromisance.com/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once there, navigate to the “'''Create Account'''” button found under the “'''Sign-In'''” options. Note that once an account has been created you will be able to use that information to log in at any time from your browser. &lt;br /&gt;
&lt;br /&gt;
We recommend that you ''save your password and username'' for ease of access, and to avoid losing your progress and saved history. &lt;br /&gt;
&lt;br /&gt;
== '''Creating an Empire''' ==&lt;br /&gt;
Now that you have an account, it’s time to start up your first Empire on one of the open servers. &lt;br /&gt;
&lt;br /&gt;
'''Empire''': The player’s representation in Reborn Promisance. Think of it as your own custom nation in a world populated by other player’s with their own unique empires. &lt;br /&gt;
&lt;br /&gt;
=== '''Picking a Server''' ===&lt;br /&gt;
First thing’s first, let’s go ahead and pick a server. The following is a short breakdown of the current server options. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modern''': The default server. In this game mode, code changes and patches are frequently added to enhance balance and keep the game dynamic. Players will receive 2 turns every 15 minutes, with a max of 360 turns. Players can store up to 150 turns after reaching their max amount, in which case they will receive an additional turn every 15 minutes until their stored balance is depleted. &lt;br /&gt;
&lt;br /&gt;
'''Turbo''': Turbo is a faster-paced game mode that emphasizes solo play. Players cannot team up or join clans, but receive turns at a faster rate (full turns each day). Note that there are special rules for this game mode to ensure fairness. &lt;br /&gt;
&lt;br /&gt;
'''Classic''': The classic server is representative of an older version of the game code. This version will be more familiar to players who have joined Promisance-style games in the past. The structure of this game mode is rarely changed. Players will receive the same turns as in Modern. &lt;br /&gt;
&lt;br /&gt;
'''Clanned''': The official team-mode of promisance, in this server players will be paired with other players in a ‘clan’ in order to wage war against another team of players. This mode follows a draft-style team choice, and has the same mechanics structure as the Modern server. &lt;br /&gt;
&lt;br /&gt;
'''Quickplay''': The testing server. Players receive full turns each hour, and are able to create an empire to test out different strategies. This server is not intended to be competitive, and players are encouraged to focus on testing only. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the purpose of this guide, let’s focus on the default '''Modern''' server. &lt;br /&gt;
&lt;br /&gt;
All you will need to do to create an empire is ''log in, choose your server, and pick your Empire Name and Race''. Your empire name is how you will appear to other players, and can be changed once per round. Your race can be changed for free if you have not used any turns, and determines the best strategy that can be used in the round. &lt;br /&gt;
&lt;br /&gt;
=== '''Choosing a Race''' ===&lt;br /&gt;
'''Races''': Each race is suited to one particular strategy, and you can get some insight into these choices by viewing the Race Guide below. &lt;br /&gt;
&lt;br /&gt;
As you can see, Gremlin has a massive agricultural bonus. Elf, on the other hand, receives large bonuses to their Mana and Magic production. These bonuses have a large impact on game performance, and should be the focus of your choice when first creating an empire.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Strategy''' ===&lt;br /&gt;
The production method of an empire. The 4 main strategies at this time are,&lt;br /&gt;
&lt;br /&gt;
# '''Farmer''': Farming empires strive to produce grains both for themselves, and for other empires via selling on the Public Market or using Foreign Aid to trade with your team. Farmers like to build, of course, farms! Farmers prefer to be in the Present Era due to the agricultural bonuses. The primary farming races are Gremlin and Tengu.&lt;br /&gt;
# '''Casher''': Cashers focus their production on generating income. This can be done using markets, which directly increase your per-turn income. Cashers are best suited to the Future era, where they receive increased income bonuses. The primary casher races are Gnome and Pirate.&lt;br /&gt;
# '''Industrial''': Industrial, or ‘indy’ strategies, focus on building a massive army. Indy empires build blacksmiths to increase their per-turn troop production. These troops can be sold on the Public Market, or sent as aid to your teammates. Industrial Empires are best suited to the Future era, and the primary races for this strategy are Goblin and Dwarf.&lt;br /&gt;
# '''Mage''': Mages generate a resource known as mana to use on various spells. The primary spells are Tree of Gold, which magically produces a large chunk of income, and Cornucopia, which produces a large chunk of grains. Mages prefer to be in the Past era, and the primary mage races are Elf and Drow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this in mind, let’s move on to creating an empire! As a new player, we recommend that you choose a simpler strategy like ‘Farming’, with a race such as Gremlin or Tengu being well-suited to that role.&lt;br /&gt;
&lt;br /&gt;
Now that you have an empire, let’s hit Play! &lt;br /&gt;
&lt;br /&gt;
== '''First 500 Turns''' ==&lt;br /&gt;
You are now in the driver seat of your first empire! Depending on when in the round you have joined, you may see some turns already populated for you. New empires generally start with 200 turns, which is not coincidentally the number of turns players spend in Protection Mode. &lt;br /&gt;
&lt;br /&gt;
'''Protection Mode''': New players in this status will be unable to attack or be attacked, send foreign aid, or interact with the Public Market. This status will end immediately after the 201st turn is spent. &lt;br /&gt;
&lt;br /&gt;
While advanced players have different ways of playing out the first turns in protection mode, for the purposes of this guide we will keep it simple. &lt;br /&gt;
&lt;br /&gt;
# First, we will navigate to the side-bar on the left and hit the Explore option. We recommend that you explore between 10-20 turns in order to start generating Income, with which you can build structures. &lt;br /&gt;
# Next, we will want to navigate to the Build tab and spend 5-10 turns building mage towers in order to start generating wizards, which act as a magical defense measure in the Modern server. &lt;br /&gt;
# Next, we will want to either go back to exploring, or if you have the income, spend 10 turns building your primary production building. As a reminder, this would be ‘farms’ for a farmer race. &lt;br /&gt;
# Once you have this basic structure down, you can switch between exploring for more land and building more structures. We recommend focusing more heavily on exploring, as land is the primary driver of high production. That said, you will soon start to feel which method works best for you. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key thing to remember here is to not go over 200 turns spent! This will leave you open to attack, with few turns to respond with. Once you have spent exactly 200 turns, you should stop your run at that time and wait for your turns to refill. As a general tip, waiting for full turns will always beat running with partial turns. &lt;br /&gt;
&lt;br /&gt;
'''Runs''': Using your turns consecutively is referred to as a run. Players are encouraged to not interfere with other empires while they run. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''After Protection''' ===&lt;br /&gt;
You’ve waited patiently, and are now up to a full 360 turns! It’s time to leave protection and carve your place in the server. As this guide is intended for newer players, we will choose a simpler path for breaking protection. &lt;br /&gt;
&lt;br /&gt;
First, check to see if you are able to build more structures with the land that you have amassed in protection. If so, build your chosen production building until you have no unused land. &lt;br /&gt;
&lt;br /&gt;
Next, use your stored mana to visit the Magic Center and set up a Spell Shield. This will protect you from hostile enemy spells, and is a great habit to form early on. &lt;br /&gt;
&lt;br /&gt;
Finally, go back to the alternating pattern of exploring and building. I prefer to spend 20-30 turns at a time exploring before going back to build on that land. This ensures that you are using your new land effectively. &lt;br /&gt;
&lt;br /&gt;
When you are at 0 turns left, you can officially say that you have completed your first run! Congratulations! &lt;br /&gt;
&lt;br /&gt;
== '''Core Gameplay and Tips''' ==&lt;br /&gt;
After your recent run you will need to wait again to reach full turns. This will come faster if you have Stored Turns available, but in general takes about 2 days. At this point you now have a solid empire with a production base. &lt;br /&gt;
&lt;br /&gt;
=== '''What’s next?''' ===&lt;br /&gt;
Well, this is where it becomes difficult to plan ahead. Reborn Promisance is a strategy game, and there is no one best way to play the game. That said, here are some fundamental interactions that every player should be aware of. &lt;br /&gt;
&lt;br /&gt;
'''Clans''': A clan is a group of players who are in a team together. These groups cannot attack each other, but they can send additional Foreign Aid (trading) shipments. &lt;br /&gt;
&lt;br /&gt;
Clanned gameplay emphasizes teamwork and efficiency, with each team member specializing in a certain production type. As a farmer, for example, your role is to supply your teammates with food. They likewise will be sending you cash, troops, and additional defenses. &lt;br /&gt;
&lt;br /&gt;
Clans are the best way to learn the game, especially if you have met a more experienced player or clan leader. Note that clans are also able to war each other, and are therefore more focused on diplomatic relations with other clans in the server. We highly recommend that all new players find a clan to join for their first month. &lt;br /&gt;
&lt;br /&gt;
'''Solo''': Solo players receive a 15% production bonus at the cost of being unable to trade and work with other players. Solo play is ideal for returning veterans that enjoy a challenge. Solo players cannot war or be warred, and cannot receive or send Foreign Aid if they elect to receive the production bonus mentioned earlier. &lt;br /&gt;
&lt;br /&gt;
=== '''Public and Black Markets''' ===&lt;br /&gt;
'''Public Market''': This is where you can buy and sell troops and resources from and to other players. Farmers, for example, can list their grains on the Public Market, and once they are available then other empires can buy your grains from you. This is the primary method for strategies other than Casher to receive income to support their growing empire. &lt;br /&gt;
&lt;br /&gt;
'''Black Market''': This market is non-interactive, and allows players to buy and sell troops and resources at will. In most cases, the Public Market will have better deals for both, though this is not always the case. &lt;br /&gt;
&lt;br /&gt;
=== '''Attacking and Defending''' ===&lt;br /&gt;
While we have focused on exploring earlier, this is not the primary way to gain land. Most players will focus on using attacks to gain land, and this is an expected part of the game in order to keep land flowing across the server. While attacking is a vital part of the gameplay experience, it can be somewhat overwhelming to begin with. &lt;br /&gt;
&lt;br /&gt;
The key elements of attacking to remember are, &lt;br /&gt;
&lt;br /&gt;
'''Troop Types and Eras''': Depending on the era you would like to stay in, some troops are better than others. For example, as a farmer in the Present era you will benefit most from using Battleships for offense and Tanks for defense. &lt;br /&gt;
&lt;br /&gt;
Using battleships as an example, you can locate your targets on the Scores page and click your intended target’s name to access the Attack option. This can also be done through the War Center tab. Once on the attack page, you can use Coastal Assault to send your battleships to battle. &lt;br /&gt;
&lt;br /&gt;
If your troops succeed in breaking the targeted empire’s defenses, then you will gain land and destroy a portion of your target’s troops. You will also lose a number of troops on your side when doing so if the empire is able to partially defend your attack. &lt;br /&gt;
&lt;br /&gt;
Players can attack up to 30 times in a run, with attacks refreshing over time. This limit is removed once a clanned empire enters a war status. &lt;br /&gt;
&lt;br /&gt;
To enhance your attacking abilities, we recommend collecting Intel before attacking. This is done by sending a spell called Crystal Ball to your intended target. If it is successful, then you will see your target’s troop totals and defenses. Note that to succeed in sending this spell you will need to have more wizards than your opponent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each attack you send will lower your empire’s Health total. Each turn that you spend not attacking will increase your health total. You should strive to always attack at full health, as this makes your attacks more likely to succeed. For this reason, many players will heal or build in between attacks using options such as Farm, Explore, and Build. &lt;br /&gt;
&lt;br /&gt;
=== '''Production Tabs''' ===&lt;br /&gt;
As mentioned earlier, each strategy has a specific mode of production that they excel at. This is further enhanced by spending your turns entirely on that production using the production tabs. Farmers, as a continued example, can use their turns on the Farm tab to get an increase of 25% in production for each turn spent. The same idea applies to each strategy and their corresponding production tabs. &lt;br /&gt;
&lt;br /&gt;
When do we use these tabs? &lt;br /&gt;
&lt;br /&gt;
Generally you will want to focus on production once you are on a higher land total. This can be after you have attacked on your run, or in between attacks to gain health. &lt;br /&gt;
&lt;br /&gt;
'''More land = better production, provided you have built your land up to achieve that goal.''' &lt;br /&gt;
&lt;br /&gt;
By spending your time producing resources you not only will be able to better upkeep your empire, but you will also have more to sell and market in order to earn cash to buy troops and additional resources. &lt;br /&gt;
&lt;br /&gt;
'''Net''': Your empire’s progress is based on your total net. Net is determined based on the number of resources and land that you currently have, as well as your empire’s troop total. Troops, or military units, make up the bulk of an empire’s net worth. &lt;br /&gt;
&lt;br /&gt;
For this reason, many strategies focus on converting production into military troops. This allows players to not only attack more successfully, but also earn a higher rank compared to other empires on the scoreboard. &lt;br /&gt;
&lt;br /&gt;
—&lt;br /&gt;
&lt;br /&gt;
== '''Additional Resources''' ==&lt;br /&gt;
[http://windetch.com/recalc.php?server=modern&amp;amp;u_data=&amp;amp;e_data=&amp;amp;sdef=None&amp;amp;war=0&amp;amp;submit=Load%21 Windetch’s Attack Calculator]: Helpful for learning to send attacks and spells. &lt;br /&gt;
&lt;br /&gt;
[https://rebornpromisance.com/classic/?location=pguide&amp;amp;section=guide Internal Game Guide]: Helpful for referencing basics of game mechanics&lt;br /&gt;
&lt;br /&gt;
Code Changelog: List of all major changes to the game’s code as well as patch explanations. &lt;br /&gt;
&lt;br /&gt;
Discord: Place to have fun, talk to other players, and ask questions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While this guide is not intended to be a comprehensive path to game mastery, we hope that it is enough to get you started on this journey! As always, the best way to learn is by experience. &lt;br /&gt;
&lt;br /&gt;
While you will naturally gain experience as you play, you can also lean on the experience of our veteran players that are more than willing to help whenever they can! You can also reach out directly to me on Discord under the username Fizdiz#2136, and I will be happy to answer any questions that you may have. &lt;br /&gt;
&lt;br /&gt;
Thank you, and I look forward to getting attacked and slaughtered by every one of you &amp;lt;3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=File:Screen_Shot_2023-04-17_at_4.25.19_PM.png&amp;diff=100</id>
		<title>File:Screen Shot 2023-04-17 at 4.25.19 PM.png</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=File:Screen_Shot_2023-04-17_at_4.25.19_PM.png&amp;diff=100"/>
		<updated>2023-04-17T14:25:40Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=99</id>
		<title>Non-Reselling Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=99"/>
		<updated>2023-04-17T14:19:42Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='''Casher Guide'''==&lt;br /&gt;
&lt;br /&gt;
*Note that this guide applies to a cashing strategy that is not strictly contingent upon utilizing the PM&lt;br /&gt;
&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire. &lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;u&amp;gt;For a quick overview of the basic flow of ''Cashing'', please refer to [[Casher|'''this guide''']].&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here are some basic facts that can help get you started &lt;br /&gt;
&lt;br /&gt;
==== '''Overview''' ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market &lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== '''Gnome''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) playstyle. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Pirate''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%) &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Troll''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals. &lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.''' &lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been optimizing their runs to try to earn as much income as possible. &lt;br /&gt;
&lt;br /&gt;
==== '''Income/Expenses''' ====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
==== '''Corruption, Savings and Loan Payments''' ====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank. &lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses. &lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash. &lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire. &lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly. &lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                       sales coming in relatively soon. &lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Maximizing Income and Minimizing Expenses''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Land and Markets''' ====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make. &lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money. &lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''. &lt;br /&gt;
&lt;br /&gt;
===== '''''How do you get more land?''''' =====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals. &lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land. &lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy. &lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land. &lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas. &lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward. &lt;br /&gt;
&lt;br /&gt;
==== '''Tax Rate''' ====&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income. &lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?'' &lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death''' &lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example. &lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could. &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall. &lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate. &lt;br /&gt;
&lt;br /&gt;
For this reason, the best tax rate in general is somewhere in the middle, closer to the default of 35%. This will ensure that you have a strong base of peasants to tax, and that they are being taxed effectively. &lt;br /&gt;
&lt;br /&gt;
===== '''Other Tax Rate Considerations''' =====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0. &lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income. &lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre. &lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land. &lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count. &lt;br /&gt;
&lt;br /&gt;
One other tax-rate consideration comes from the additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses). &lt;br /&gt;
&lt;br /&gt;
==== '''Minimizing Expenses''' ====&lt;br /&gt;
The other side of the coin. This one is a bit harder, as more networth will always mean more expenses. This is because troops make up the bulk of an empire's networth, and troops cost money to keep around. So how can we find way to optimize this aspect? &lt;br /&gt;
&lt;br /&gt;
===== '''Troops and Wizards''' =====&lt;br /&gt;
First, you can keep around troops that cost less in money than others. Footmen and catapults, for example, have lower upkeep costs than air and boat units. On the flip-side, they also have relatively higher food consumption costs, meaning that you may end up spending more on grains either way if you cannot find good deals. &lt;br /&gt;
&lt;br /&gt;
Finding the right balance depends on the conditions of the set, but I find that cashers benefit most from using siege and air units. This is because we tend to stay in the Future era, where siege units have higher offense and air units have higher defense. Keeping these two lines of troops strong means that you will have easier attack phases, and will be harder to take down with standard or surprise attacks. &lt;br /&gt;
&lt;br /&gt;
These troops are also mixed cost when it comes to upkeep and consumption, so you will not be heavily expending one type of income over the other (food, cash). &lt;br /&gt;
&lt;br /&gt;
Wizards are another tough call. As a solo casher, you may need wizards to be able to spy other empires before you attack. As a clanned casher, you may need them to defend yourself from magic spells. Ultimately, the goal should be to have ''just enough'' wizards to suit your needs at a given time. Less wizards means less money spent buying grains, but you must always consider the risk of not having as many on hand. One tip that I have used in the past is to go lighter on wizards throughout the month, and then gain them rapidly in the final week of the set. This allows you to save on food costs for most of the set while defending against final day mage spells when they are most likely to occur. &lt;br /&gt;
&lt;br /&gt;
===== '''Taxes, Again?''' =====&lt;br /&gt;
Yes, but just reiterating. Low taxes means more population means more grain expenses. If you want to reduce your costs, you want to raise your taxes. Pretty simple, but keep in mind the risks that were outlined before. &lt;br /&gt;
&lt;br /&gt;
===== '''Hospital''' =====&lt;br /&gt;
Medical expenses add up against your income, so it is best to reduce your troop losses whenever you can. This is primarily accomplished when attacking, as defending is often outside of your control. Try to attack empires that have 'holes', or low amounts of troops in a specific line. Take these empires as an example, &lt;br /&gt;
&lt;br /&gt;
'''Empire 1:''' &lt;br /&gt;
&lt;br /&gt;
Cyborgs    1,336,298&lt;br /&gt;
&lt;br /&gt;
Juggernauts    60,170,679&lt;br /&gt;
&lt;br /&gt;
Hovercrafts    2,793,727&lt;br /&gt;
&lt;br /&gt;
Dreadnoughts    27,059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Empire 2:''' &lt;br /&gt;
&lt;br /&gt;
Infantry    14,680,717&lt;br /&gt;
&lt;br /&gt;
Tanks    14,006,529&lt;br /&gt;
&lt;br /&gt;
Jets    13,300,549&lt;br /&gt;
&lt;br /&gt;
Battleships    8,410,516&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which would you rather attack here? Empire 1, certainly, as they have nearly no dreadnoughts to defend. With such low defenses, your own losses will be minimal as well. Empire 2, on the other hand, has defended all of their lines with a large number of troops. While a break on their foot and siege lines would be possible, is it worth it? These are questions we must keep in mind when judging how to best optimize our attacks and minimize our losses, and likewise our expenses. If Empire 2 has 50,000 land and 0 DR, then surely it would be worth it to attack them even though your losses may be higher. But if Empires 1 and 2 have similar land and DR, and you have limited attacks, then you should hit Empire 1 to save expenses and troop losses. Remember, medical expenses may be a pain, but losing troops altogether is its own form of expense as well. &lt;br /&gt;
&lt;br /&gt;
=== '''Casher Workflow''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Beginning Choices''' ====&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory. &lt;br /&gt;
&lt;br /&gt;
Let's say that you are playing a supportive (or in some cases, ''suppported'') clanned casher. &lt;br /&gt;
&lt;br /&gt;
===== '''Clanned Casher''' =====&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash. &lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll). &lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage. &lt;br /&gt;
&lt;br /&gt;
In the meanntime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all of the resources. &lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further. &lt;br /&gt;
&lt;br /&gt;
====== '''Mage/Casher synergy''' ======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses. &lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment. &lt;br /&gt;
&lt;br /&gt;
===== '''Solo Casher''' =====&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates. &lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up. &lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income. &lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
====== '''Solo Casher Tips (Non-Reseller)''' ======&lt;br /&gt;
&lt;br /&gt;
# Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack you will know that you are doing your best to earn the highest production possible. &lt;br /&gt;
# Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided out troops either to a clanmate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals. &lt;br /&gt;
# Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs. &lt;br /&gt;
# Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweight a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become to strong. Likewise, if a clan needs some extra assistance try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun gif? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community. &lt;br /&gt;
# Step 4, but '''again'''. Seriously, as a solo player you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our playstyles. So get involved, learn some more, and win the set. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=98</id>
		<title>Non-Reselling Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=98"/>
		<updated>2023-04-17T14:19:21Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='''Casher Guide'''==&lt;br /&gt;
&lt;br /&gt;
*Note that this guide applies to a cashing strategy that is not strictly contingent upon utilizing the PM&lt;br /&gt;
&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire. &lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;u&amp;gt;For a quick overview of the basic flow of ''Cashing'', please refer to [[Casher|'''this guide''']].&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here are some basic facts that can help get you started &lt;br /&gt;
&lt;br /&gt;
==== '''Overview''' ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market &lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== '''Gnome''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) playstyle. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Pirate''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%) &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Troll''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals. &lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.''' &lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been optimizing their runs to try to earn as much income as possible. &lt;br /&gt;
&lt;br /&gt;
==== '''Income/Expenses''' ====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
==== '''Corruption, Savings and Loan Payments''' ====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank. &lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses. &lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash. &lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire. &lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly. &lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                       sales coming in relatively soon. &lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Maximizing Income and Minimizing Expenses''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Land and Markets''' ====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make. &lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money. &lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''. &lt;br /&gt;
&lt;br /&gt;
===== '''''How do you get more land?''''' =====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals. &lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land. &lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy. &lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land. &lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas. &lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward. &lt;br /&gt;
&lt;br /&gt;
==== '''Tax Rate''' ====&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income. &lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?'' &lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death''' &lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example. &lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could. &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall. &lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate. &lt;br /&gt;
&lt;br /&gt;
For this reason, the best tax rate in general is somewhere in the middle, closer to the default of 35%. This will ensure that you have a strong base of peasants to tax, and that they are being taxed effectively. &lt;br /&gt;
&lt;br /&gt;
===== '''Other Tax Rate Considerations''' =====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0. &lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income. &lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre. &lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land. &lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count. &lt;br /&gt;
&lt;br /&gt;
One other tax-rate consideration comes from the additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses). &lt;br /&gt;
&lt;br /&gt;
==== '''Minimizing Expenses''' ====&lt;br /&gt;
The other side of the coin. This one is a bit harder, as more networth will always mean more expenses. This is because troops make up the bulk of an empire's networth, and troops cost money to keep around. So how can we find way to optimize this aspect? &lt;br /&gt;
&lt;br /&gt;
===== '''Troops and Wizards''' =====&lt;br /&gt;
First, you can keep around troops that cost less in money than others. Footmen and catapults, for example, have lower upkeep costs than air and boat units. On the flip-side, they also have relatively higher food consumption costs, meaning that you may end up spending more on grains either way if you cannot find good deals. &lt;br /&gt;
&lt;br /&gt;
Finding the right balance depends on the conditions of the set, but I find that cashers benefit most from using siege and air units. This is because we tend to stay in the Future era, where siege units have higher offense and air units have higher defense. Keeping these two lines of troops strong means that you will have easier attack phases, and will be harder to take down with standard or surprise attacks. &lt;br /&gt;
&lt;br /&gt;
These troops are also mixed cost when it comes to upkeep and consumption, so you will not be heavily expending one type of income over the other (food, cash). &lt;br /&gt;
&lt;br /&gt;
Wizards are another tough call. As a solo casher, you may need wizards to be able to spy other empires before you attack. As a clanned casher, you may need them to defend yourself from magic spells. Ultimately, the goal should be to have ''just enough'' wizards to suit your needs at a given time. Less wizards means less money spent buying grains, but you must always consider the risk of not having as many on hand. One tip that I have used in the past is to go lighter on wizards throughout the month, and then gain them rapidly in the final week of the set. This allows you to save on food costs for most of the set while defending against final day mage spells when they are most likely to occur. &lt;br /&gt;
&lt;br /&gt;
===== '''Taxes, Again?''' =====&lt;br /&gt;
Yes, but just reiterating. Low taxes means more population means more grain expenses. If you want to reduce your costs, you want to raise your taxes. Pretty simple, but keep in mind the risks that were outlined before. &lt;br /&gt;
&lt;br /&gt;
===== '''Hospital''' =====&lt;br /&gt;
Medical expenses add up against your income, so it is best to reduce your troop losses whenever you can. This is primarily accomplished when attacking, as defending is often outside of your control. Try to attack empires that have 'holes', or low amounts of troops in a specific line. Take these empires as an example, &lt;br /&gt;
&lt;br /&gt;
'''Empire 1:''' &lt;br /&gt;
&lt;br /&gt;
Cyborgs    1,336,298&lt;br /&gt;
&lt;br /&gt;
Juggernauts    60,170,679&lt;br /&gt;
&lt;br /&gt;
Hovercrafts    2,793,727&lt;br /&gt;
&lt;br /&gt;
Dreadnoughts    27,059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Empire 2:''' &lt;br /&gt;
&lt;br /&gt;
Infantry    14,680,717&lt;br /&gt;
&lt;br /&gt;
Tanks    14,006,529&lt;br /&gt;
&lt;br /&gt;
Jets    13,300,549&lt;br /&gt;
&lt;br /&gt;
Battleships    8,410,516&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which would you rather attack here? Empire 1, certainly, as they have nearly no dreadnoughts to defend. With such low defenses, your own losses will be minimal as well. Empire 2, on the other hand, has defended all of their lines with a large number of troops. While a break on their foot and siege lines would be possible, is it worth it? These are questions we must keep in mind when judging how to best optimize our attacks and minimize our losses, and likewise our expenses. If Empire 2 has 50,000 land and 0 DR, then surely it would be worth it to attack them even though your losses may be higher. But if Empires 1 and 2 have similar land and DR, and you have limited attacks, then you should hit Empire 1 to save expenses and troop losses. Remember, medical expenses may be a pain, but losing troops altogether is its own form of expense as well. &lt;br /&gt;
&lt;br /&gt;
=== '''Casher Workflow''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Beginning Choices''' ====&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory. &lt;br /&gt;
&lt;br /&gt;
Let's say that you are playing a supportive (or in some cases, ''suppported'') clanned casher. &lt;br /&gt;
&lt;br /&gt;
===== '''Clanned Casher''' =====&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash. &lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll). &lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage. &lt;br /&gt;
&lt;br /&gt;
In the meanntime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all of the resources. &lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further. &lt;br /&gt;
&lt;br /&gt;
====== '''Mage/Casher synergy''' ======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses. &lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment. &lt;br /&gt;
&lt;br /&gt;
===== '''Solo Casher''' =====&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates. &lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up. &lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income. &lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
====== '''Solo Casher Tips (Non-Reseller)''' ======&lt;br /&gt;
&lt;br /&gt;
# Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack you will know that you are doing your best to earn the highest production possible. &lt;br /&gt;
# Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided out troops either to a clanmate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals. &lt;br /&gt;
# Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs. &lt;br /&gt;
# Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweight a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become to strong. Likewise, if a clan needs some extra assistance try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun gif? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community. &lt;br /&gt;
# Step 4, but '''again'''. Seriously, as a solo player you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our playstyles. So get involved, learn some more, and win the set. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=97</id>
		<title>Non-Reselling Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=97"/>
		<updated>2023-04-17T14:19:02Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='''Casher Guide'''==&lt;br /&gt;
&lt;br /&gt;
*Note that this guide applies to a cashing strategy that is not strictly contingent upon utilizing the PM&lt;br /&gt;
&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire. &lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;u&amp;gt;For a quick overview of the basic flow of ''Cashing'', please refer to [[Casher|'''this guide''']].&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here are some basic facts that can help get you started &lt;br /&gt;
&lt;br /&gt;
==== '''Overview''' ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market &lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== '''Gnome''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) playstyle. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Pirate''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%) &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Troll''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals. &lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.''' &lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been optimizing their runs to try to earn as much income as possible. &lt;br /&gt;
&lt;br /&gt;
==== '''Income/Expenses''' ====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
==== '''Corruption, Savings and Loan Payments''' ====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank. &lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses. &lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash. &lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire. &lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly. &lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                       sales coming in relatively soon. &lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Maximizing Income and Minimizing Expenses''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Land and Markets''' ====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make. &lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money. &lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''. &lt;br /&gt;
&lt;br /&gt;
===== '''''How do you get more land?''''' =====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals. &lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land. &lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy. &lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land. &lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas. &lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward. &lt;br /&gt;
&lt;br /&gt;
==== '''Tax Rate''' ====&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income. &lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?'' &lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death''' &lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example. &lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could. &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall. &lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate. &lt;br /&gt;
&lt;br /&gt;
For this reason, the best tax rate in general is somewhere in the middle, closer to the default of 35%. This will ensure that you have a strong base of peasants to tax, and that they are being taxed effectively. &lt;br /&gt;
&lt;br /&gt;
===== '''Other Tax Rate Considerations''' =====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0. &lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income. &lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre. &lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land. &lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count. &lt;br /&gt;
&lt;br /&gt;
One other tax-rate consideration comes from the additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses). &lt;br /&gt;
&lt;br /&gt;
==== '''Minimizing Expenses''' ====&lt;br /&gt;
The other side of the coin. This one is a bit harder, as more networth will always mean more expenses. This is because troops make up the bulk of an empire's networth, and troops cost money to keep around. So how can we find way to optimize this aspect? &lt;br /&gt;
&lt;br /&gt;
===== '''Troops and Wizards''' =====&lt;br /&gt;
First, you can keep around troops that cost less in money than others. Footmen and catapults, for example, have lower upkeep costs than air and boat units. On the flip-side, they also have relatively higher food consumption costs, meaning that you may end up spending more on grains either way if you cannot find good deals. &lt;br /&gt;
&lt;br /&gt;
Finding the right balance depends on the conditions of the set, but I find that cashers benefit most from using siege and air units. This is because we tend to stay in the Future era, where siege units have higher offense and air units have higher defense. Keeping these two lines of troops strong means that you will have easier attack phases, and will be harder to take down with standard or surprise attacks. &lt;br /&gt;
&lt;br /&gt;
These troops are also mixed cost when it comes to upkeep and consumption, so you will not be heavily expending one type of income over the other (food, cash). &lt;br /&gt;
&lt;br /&gt;
Wizards are another tough call. As a solo casher, you may need wizards to be able to spy other empires before you attack. As a clanned casher, you may need them to defend yourself from magic spells. Ultimately, the goal should be to have ''just enough'' wizards to suit your needs at a given time. Less wizards means less money spent buying grains, but you must always consider the risk of not having as many on hand. One tip that I have used in the past is to go lighter on wizards throughout the month, and then gain them rapidly in the final week of the set. This allows you to save on food costs for most of the set while defending against final day mage spells when they are most likely to occur. &lt;br /&gt;
&lt;br /&gt;
===== Taxes, Again? =====&lt;br /&gt;
Yes, but just reiterating. Low taxes means more population means more grain expenses. If you want to reduce your costs, you want to raise your taxes. Pretty simple, but keep in mind the risks that were outlined before. &lt;br /&gt;
&lt;br /&gt;
===== '''Hospital''' =====&lt;br /&gt;
Medical expenses add up against your income, so it is best to reduce your troop losses whenever you can. This is primarily accomplished when attacking, as defending is often outside of your control. Try to attack empires that have 'holes', or low amounts of troops in a specific line. Take these empires as an example, &lt;br /&gt;
&lt;br /&gt;
'''Empire 1:''' &lt;br /&gt;
&lt;br /&gt;
Cyborgs    1,336,298&lt;br /&gt;
&lt;br /&gt;
Juggernauts    60,170,679&lt;br /&gt;
&lt;br /&gt;
Hovercrafts    2,793,727&lt;br /&gt;
&lt;br /&gt;
Dreadnoughts    27,059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Empire 2:''' &lt;br /&gt;
&lt;br /&gt;
Infantry    14,680,717&lt;br /&gt;
&lt;br /&gt;
Tanks    14,006,529&lt;br /&gt;
&lt;br /&gt;
Jets    13,300,549&lt;br /&gt;
&lt;br /&gt;
Battleships    8,410,516&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which would you rather attack here? Empire 1, certainly, as they have nearly no dreadnoughts to defend. With such low defenses, your own losses will be minimal as well. Empire 2, on the other hand, has defended all of their lines with a large number of troops. While a break on their foot and siege lines would be possible, is it worth it? These are questions we must keep in mind when judging how to best optimize our attacks and minimize our losses, and likewise our expenses. If Empire 2 has 50,000 land and 0 DR, then surely it would be worth it to attack them even though your losses may be higher. But if Empires 1 and 2 have similar land and DR, and you have limited attacks, then you should hit Empire 1 to save expenses and troop losses. Remember, medical expenses may be a pain, but losing troops altogether is its own form of expense as well. &lt;br /&gt;
&lt;br /&gt;
=== '''Casher Workflow''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Beginning Choices''' ====&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory. &lt;br /&gt;
&lt;br /&gt;
Let's say that you are playing a supportive (or in some cases, ''suppported'') clanned casher. &lt;br /&gt;
&lt;br /&gt;
===== '''Clanned Casher''' =====&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash. &lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll). &lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage. &lt;br /&gt;
&lt;br /&gt;
In the meanntime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all of the resources. &lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further. &lt;br /&gt;
&lt;br /&gt;
====== '''Mage/Casher synergy''' ======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses. &lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment. &lt;br /&gt;
&lt;br /&gt;
===== '''Solo Casher''' =====&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates. &lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up. &lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income. &lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
====== '''Solo Casher Tips (Non-Reseller)''' ======&lt;br /&gt;
&lt;br /&gt;
# Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack you will know that you are doing your best to earn the highest production possible. &lt;br /&gt;
# Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided out troops either to a clanmate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals. &lt;br /&gt;
# Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs. &lt;br /&gt;
# Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweight a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become to strong. Likewise, if a clan needs some extra assistance try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun gif? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community. &lt;br /&gt;
# Step 4, but '''again'''. Seriously, as a solo player you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our playstyles. So get involved, learn some more, and win the set. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=96</id>
		<title>Non-Reselling Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=96"/>
		<updated>2023-04-17T14:03:28Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='''Casher Guide'''==&lt;br /&gt;
&lt;br /&gt;
*Note that this guide applies to a cashing strategy that is not strictly contingent upon utilizing the PM&lt;br /&gt;
&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire. &lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;u&amp;gt;For a quick overview of the basic flow of ''Cashing'', please refer to [[Casher|'''this guide''']].&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here are some basic facts that can help get you started &lt;br /&gt;
&lt;br /&gt;
==== '''Overview''' ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market &lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== '''Gnome''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) playstyle. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Pirate''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%) &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Troll''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals. &lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.''' &lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been optimizing their runs to try to earn as much income as possible. &lt;br /&gt;
&lt;br /&gt;
==== '''Income/Expenses''' ====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
==== '''Corruption, Savings and Loan Payments''' ====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank. &lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses. &lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash. &lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire. &lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly. &lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                       sales coming in relatively soon. &lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''Maximizing Income''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Land and Markets''' ====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make. &lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money. &lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''. &lt;br /&gt;
&lt;br /&gt;
===== '''''How do you get more land?''''' =====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals. &lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land. &lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy. &lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land. &lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas. &lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward. &lt;br /&gt;
&lt;br /&gt;
==== '''Tax Rate''' ====&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income. &lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?'' &lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death''' &lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example. &lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could. &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall. &lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate. &lt;br /&gt;
&lt;br /&gt;
For this reason, the best tax rate in general is somewhere in the middle, closer to the default of 35%. This will ensure that you have a strong base of peasants to tax, and that they are being taxed effectively. &lt;br /&gt;
&lt;br /&gt;
===== '''Other Tax Rate Considerations''' =====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0. &lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income. &lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre. &lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land. &lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count. &lt;br /&gt;
&lt;br /&gt;
One other tax-rate consideration comes from the additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses). &lt;br /&gt;
&lt;br /&gt;
=== '''Casher Workflow''' ===&lt;br /&gt;
&lt;br /&gt;
==== '''Beginning Choices''' ====&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory. &lt;br /&gt;
&lt;br /&gt;
Let's say that you are playing a supportive (or in some cases, ''suppported'') clanned casher. &lt;br /&gt;
&lt;br /&gt;
===== '''Clanned Casher''' =====&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash. &lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll). &lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage. &lt;br /&gt;
&lt;br /&gt;
In the meanntime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all of the resources. &lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further. &lt;br /&gt;
&lt;br /&gt;
====== '''Mage/Casher synergy''' ======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses. &lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment. &lt;br /&gt;
&lt;br /&gt;
===== '''Solo Casher''' =====&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates. &lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up. &lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income. &lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
====== '''Solo Casher Tips (Non-Reseller)''' ======&lt;br /&gt;
&lt;br /&gt;
# Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack you will know that you are doing your best to earn the highest production possible. &lt;br /&gt;
# Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided out troops either to a clanmate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals. &lt;br /&gt;
# Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs. &lt;br /&gt;
# Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweight a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become to strong. Likewise, if a clan needs some extra assistance try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun gif? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community. &lt;br /&gt;
# Step 4, but '''again'''. Seriously, as a solo player you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our playstyles. So get involved, learn some more, and win the set. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=95</id>
		<title>Non-Reselling Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=95"/>
		<updated>2023-04-17T14:02:33Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='''Casher Guide'''==&lt;br /&gt;
&lt;br /&gt;
*Note that this guide applies to a cashing strategy that is not strictly contingent upon utilizing the PM&lt;br /&gt;
&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire. &lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;u&amp;gt;For a quick overview of the basic flow of ''Cashing'', please refer to [[Casher|'''this guide''']].&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here are some basic facts that can help get you started &lt;br /&gt;
&lt;br /&gt;
==== '''Overview''' ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market &lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;'''Races'''&amp;lt;/big&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== Gnome =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) playstyle. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Pirate''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%) &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Troll''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals. &lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.''' &lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been optimizing their runs to try to earn as much income as possible. &lt;br /&gt;
&lt;br /&gt;
==== '''Income/Expenses''' ====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
==== '''Corruption, Savings and Loan Payments''' ====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank. &lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses. &lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash. &lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire. &lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly. &lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                       sales coming in relatively soon. &lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maximizing Income ===&lt;br /&gt;
&lt;br /&gt;
==== Land and Markets ====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make. &lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money. &lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''. &lt;br /&gt;
&lt;br /&gt;
===== '''''How do you get more land?''''' =====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals. &lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land. &lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy. &lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land. &lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas. &lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward. &lt;br /&gt;
&lt;br /&gt;
==== Tax Rate ====&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income. &lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?'' &lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death''' &lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example. &lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could. &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall. &lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate. &lt;br /&gt;
&lt;br /&gt;
For this reason, the best tax rate in general is somewhere in the middle, closer to the default of 35%. This will ensure that you have a strong base of peasants to tax, and that they are being taxed effectively. &lt;br /&gt;
&lt;br /&gt;
===== '''Other Tax Rate Considerations''' =====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0. &lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income. &lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre. &lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land. &lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count. &lt;br /&gt;
&lt;br /&gt;
One other tax-rate consideration comes from the additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses). &lt;br /&gt;
&lt;br /&gt;
=== Casher Workflow ===&lt;br /&gt;
&lt;br /&gt;
==== Beginning Choices ====&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory. &lt;br /&gt;
&lt;br /&gt;
Let's say that you are playing a supportive (or in some cases, ''suppported'') clanned casher. &lt;br /&gt;
&lt;br /&gt;
===== Clanned Casher =====&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash. &lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll). &lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage. &lt;br /&gt;
&lt;br /&gt;
In the meanntime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all of the resources. &lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further. &lt;br /&gt;
&lt;br /&gt;
====== Mage/Casher synergy ======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses. &lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment. &lt;br /&gt;
&lt;br /&gt;
===== Solo Casher =====&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates. &lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up. &lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income. &lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
====== Solo Casher Tips (Non-Reseller) ======&lt;br /&gt;
&lt;br /&gt;
# Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack you will know that you are doing your best to earn the highest production possible. &lt;br /&gt;
# Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided out troops either to a clanmate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals. &lt;br /&gt;
# Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs. &lt;br /&gt;
# Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweight a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become to strong. Likewise, if a clan needs some extra assistance try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun gif? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community. &lt;br /&gt;
# Step 4, but '''again'''. Seriously, as a solo player you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our playstyles. So get involved, learn some more, and win the set. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=94</id>
		<title>Non-Reselling Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=94"/>
		<updated>2023-04-17T14:02:06Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='''Casher Guide'''==&lt;br /&gt;
&lt;br /&gt;
*Note that this guide applies to a cashing strategy that is not strictly contingent upon utilizing the PM&lt;br /&gt;
&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire. &lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;u&amp;gt;For a quick overview of the basic flow of ''Cashing'', please refer to [[Casher|'''this guide''']].&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here are some basic facts that can help get you started &lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market &lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Races&amp;lt;/big&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== '''Gnome''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) playstyle. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Pirate''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%) &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Troll''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals. &lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.''' &lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been optimizing their runs to try to earn as much income as possible. &lt;br /&gt;
&lt;br /&gt;
==== '''Income/Expenses''' ====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
==== '''Corruption, Savings and Loan Payments''' ====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank. &lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses. &lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash. &lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire. &lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly. &lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                       sales coming in relatively soon. &lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Maximizing Income ===&lt;br /&gt;
&lt;br /&gt;
==== Land and Markets ====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make. &lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money. &lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''. &lt;br /&gt;
&lt;br /&gt;
===== '''''How do you get more land?''''' =====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals. &lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land. &lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy. &lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land. &lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas. &lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward. &lt;br /&gt;
&lt;br /&gt;
==== Tax Rate ====&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income. &lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?'' &lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death''' &lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example. &lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could. &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall. &lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate. &lt;br /&gt;
&lt;br /&gt;
For this reason, the best tax rate in general is somewhere in the middle, closer to the default of 35%. This will ensure that you have a strong base of peasants to tax, and that they are being taxed effectively. &lt;br /&gt;
&lt;br /&gt;
===== '''Other Tax Rate Considerations''' =====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.&lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0. &lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income. &lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre. &lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land. &lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count. &lt;br /&gt;
&lt;br /&gt;
One other tax-rate consideration comes from the additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses). &lt;br /&gt;
&lt;br /&gt;
=== Casher Workflow ===&lt;br /&gt;
&lt;br /&gt;
==== Beginning Choices ====&lt;br /&gt;
When getting started as a non-reselling casher, you will want to make a few choices immediately. The answers to these will depend on the race that you have chosen, as well as the path that you would like to take for the set. Are you a supportive clan casher, for example, or a ruthless solo casher? Are there a lot of other cashers and indy players around that will be selling troops on the market? Are there many mages that will be buying from the market? Are there many farmers to ensure that players can buy food for each run? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these must be considered before you leave protection if you want to forge a path to victory. &lt;br /&gt;
&lt;br /&gt;
Let's say that you are playing a supportive (or in some cases, ''suppported'') clanned casher. &lt;br /&gt;
&lt;br /&gt;
===== Clanned Casher =====&lt;br /&gt;
A clanned casher is one that opted to join other players for a team effort. These cashers typically can expect to have their grains and troops supplied by allied farmer and indy teammates. This results in the casher being able to do what they do best, make loads of cash. &lt;br /&gt;
&lt;br /&gt;
In this case, there are also more expectations made of the casher. For one, the clan will likely want the casher to build keeps in order to organize a clan economy. While we will not be going over keeps in detail in this article, you can know for now that by building 60% keeps an empire will see a 60% discount in their Black Market prices. This is especially important for cashers, who already have a chunk of their BM prices slashed due to their racial bonuses (not you, troll). &lt;br /&gt;
&lt;br /&gt;
While keeps are an essential part of gaining net as a clanned casher, your runs will still be mostly the same. You will attack - build markets - and 'cash' in order to make excess funds. These funds will then be used to support your team by making sure that they can fill their own banks and have plenty of money left over to support their turn usage. &lt;br /&gt;
&lt;br /&gt;
In the meanntime, your indy teammate can send you the troops they make. Your farmer teammate can keep you supplied with grains. Your mage teammate can focus on what they do best, hogging all of the resources. &lt;br /&gt;
&lt;br /&gt;
Working in tandem with a mage player unlocks both of their potentials even further. &lt;br /&gt;
&lt;br /&gt;
====== Mage/Casher synergy ======&lt;br /&gt;
Mages and cashers at their core both have the same function, make a ton of money. Mages at their best can even accomplish this more efficiently, though with added effort. Together, a mage and a casher can provide more than enough money to support their entire clan's expenses. &lt;br /&gt;
&lt;br /&gt;
That said, knowing what we do about corruption penalties and the dangers of leaving cash out of bank, what happens when we reach a point of having &amp;lt;big&amp;gt;too much money :tm:?&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is precisely when a casher would decide to skip an attack run, demolish any excess buildings, and rebuild with 60% keeps. The mage can then load up the casher with all of their money, on top of the existing funds a casher has on hand. With these funds, a casher can buy insane amounts of troops for their team. Gnomes, for example, can hit a base price of $280 per foot. When considering that billions are being spent, this adds up compared to the flat $500 BM price available to other races. This is why the mage/casher synergy is legendary in Reborn Promisance, and a crucial engine to gaining networth in a clanned environment. &lt;br /&gt;
&lt;br /&gt;
===== Solo Casher =====&lt;br /&gt;
Solo cashers play mostly the same as clanned cashers, but with much more flexibility involved. That cash you make? It is all yours to spend as you see fit. That said, you now have to worry about buying troops and grains with those funds which otherwise would have been supplied by your teammates. &lt;br /&gt;
&lt;br /&gt;
Solo cashers gain an additional 5% in production using the isolationist bonus, which when combined with the existing 25% bonus for using the cash button and the income bonus for your race, can really add up. &lt;br /&gt;
&lt;br /&gt;
As a solo casher that is not re-selling their own troops, the primary goal is to find the most efficient ways to gain and use your earned income. &lt;br /&gt;
&lt;br /&gt;
Here are some tips on how I do this (reigning pirate champion)&lt;br /&gt;
&lt;br /&gt;
====== Solo Casher Tips (Non-Reseller) ======&lt;br /&gt;
&lt;br /&gt;
# Always go for as much '''land''' as you can get. More land = more money. Learning how to attack with 0 failures will set you apart from all other players. Each failed attack results in less productivity for the rest of your immediate run, and in some ways the rest of the month. If you never fail an attack you will know that you are doing your best to earn the highest production possible. &lt;br /&gt;
# Look for PM '''deals'''. Camp the market if you have to by taking notice of when an empire finishes attacking, and when their estimated net worth size changes. This indicates that the empire has sold or aided out troops either to a clanmate or on the Private Market. You can verify which one by checking the News Center. If there were no aids recently, then you can expect to see new troops on the PM in 6 hours. By buying cheap troops on market, you not only increase your own net worth, but also remove the option to buy those troops from your rivals. &lt;br /&gt;
# Never underestimate '''intel'''. As a solo casher, nobody will be providing you CB's of your enemy's stats for free. You either need to keep up with the wizard arms race in order to get them yourself, or find a mage friend that can sell you CB's in exchange for some other value they need. In some cases, you can even offer to sell cheaper troops to solo mages in exchange for information. Intel extends beyond empire stats as well. Periodically check out the News Center to see who is attacking who, and for how much. Knowing the dynamics of a server will allow you to get a better picture of how to navigate your own runs. &lt;br /&gt;
# Promisance is a '''social''' game. Solo or not, you are never alone in a server. My #1 piece of advice to all players is to acknowledge this. There is very little that you can do in-game that will outweight a poor strategic mistake. Piss off the wrong player or clan, and your set is over. Make friends with the right allies, and you may find yourself coasting straight to the top. As a solo, take advantage of your position by working closely with other solo players when clans become to strong. Likewise, if a clan needs some extra assistance try to find a way that you can mutually benefit. Send out some messages to get a feel for the kinds of players that are around you. Can you gain an ally by sending a fun gif? Can you dissuade an enemy by threatening to attack them all month? The only way to find out is to get out there and involve yourself in the community. &lt;br /&gt;
# Step 4, but '''again'''. Seriously, as a solo player you will rarely find a way to win on your own. The best option to do so is when there are massive server-wide wars, and even then these rarely happen without intentional instigation. Be the instigator! Chaos is a ladder. Join the main Discord channel, find a way into clanned discord channels, make your empire profile a statement. Machiavellianism aside, we have some of the most interesting people I have met playing here, each with their own gameplay ideas and history. Some of us have been playing for decades and refining our playstyles. So get involved, learn some more, and win the set. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=93</id>
		<title>Non-Reselling Casher</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Non-Reselling_Casher&amp;diff=93"/>
		<updated>2023-04-17T13:30:50Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: Created page with &amp;quot;=='''Casher Guide'''==  *Note that this guide applies to a cashing strategy that is not strictly contingent upon utilizing the PM  Before we get started, please be sure to check out '''this New Player Game Guide''' if you have not already. It will help you to get started on setting up your initial empire.   === '''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;''' === &amp;lt;u&amp;gt;For a quick overview of the basic flow of ''Cashing'', please refer to '''this guide'''.&amp;lt;/u&amp;gt;   Here are...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=='''Casher Guide'''==&lt;br /&gt;
&lt;br /&gt;
*Note that this guide applies to a cashing strategy that is not strictly contingent upon utilizing the PM&lt;br /&gt;
&lt;br /&gt;
Before we get started, please be sure to check out [[Game Guide|'''this New Player Game Guide''']] if you have not already. It will help you to get started on setting up your initial empire. &lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Cashing 101&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;u&amp;gt;For a quick overview of the basic flow of ''Cashing'', please refer to [[Casher|'''this guide''']].&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here are some basic facts that can help get you started &lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Cashing Races''': Gnome, Pirate, Troll  &lt;br /&gt;
&lt;br /&gt;
'''Casher Buildings''': Market &lt;br /&gt;
&lt;br /&gt;
'''Casher Production Tab''': &amp;quot;Cash&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''Casher Era''': Future  &amp;lt;/blockquote&amp;gt;Choosing one of these races, building markets, and using the 'Cash&amp;quot; production tab forms the core flow of the non-reselling casher strategy &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Races&amp;lt;/big&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
===== '''Gnome''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) playstyle. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Pirate''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%) &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== '''Troll''' =====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Pros''': Suitable for players that like to troll, offensive clan war environments, and exploring. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.  &lt;br /&gt;
&lt;br /&gt;
'''Bonuses''': Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).  &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%) &amp;lt;/blockquote&amp;gt;Now that you have the starting blocks, let's talk about the goals of a cashing empire in '''Reborn Promisance''', and how we can achieve those goals. &lt;br /&gt;
&lt;br /&gt;
'''As a cashing empire, the goal is - of course - to generate as much empire income as possible.''' &lt;br /&gt;
&lt;br /&gt;
Let's take a look at a sample cashing income spread&amp;lt;blockquote&amp;gt;Money     $94,108,651&lt;br /&gt;
&lt;br /&gt;
Est. Income     $54,313,508&lt;br /&gt;
&lt;br /&gt;
Est. Expenses     $22,257,909&lt;br /&gt;
&lt;br /&gt;
Est. Medical Expenses     $561,494&lt;br /&gt;
&lt;br /&gt;
Est. Corruption     $0&lt;br /&gt;
&lt;br /&gt;
Loan Payment     $0&lt;br /&gt;
&lt;br /&gt;
War Tax     $0&lt;br /&gt;
&lt;br /&gt;
Net     +$31,494,105&lt;br /&gt;
&lt;br /&gt;
Savings Balance     $11,500,000,000 (0.483%)&lt;br /&gt;
&lt;br /&gt;
Loan Balance     $0 (1.817%)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The empire connected to this income is an established pure-cashing empire, that is, they have been optimizing their runs to try to earn as much income as possible. &lt;br /&gt;
&lt;br /&gt;
==== '''Income/Expenses''' ====&lt;br /&gt;
The empire's current funds out of bank '''(Money)'''&lt;br /&gt;
&lt;br /&gt;
The income that they will receive each time a turn is spent '''(Est. Income)'''&lt;br /&gt;
&lt;br /&gt;
The expenses, or cost, of running their empire '''(Est. Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The expenses of any troops currently in their hospital '''(Est. Medical Expenses)'''&lt;br /&gt;
&lt;br /&gt;
The net gain of all expenses measured against income '''(Net)'''&lt;br /&gt;
&lt;br /&gt;
==== '''Corruption, Savings and Loan Payments''' ====&lt;br /&gt;
- ''Corruption'' begins when you have 100x of your current net as funds out of your bank. &lt;br /&gt;
&lt;br /&gt;
The above empire, for example, has a nw value of $248,944,338. Once they hold $24,894,433,800 out of bank they will begin to take corruption losses. &lt;br /&gt;
&lt;br /&gt;
- ''Savings'' are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash. &lt;br /&gt;
&lt;br /&gt;
This means that at a nw value of $248,944,338, my empire can store up to $24,894,433,800 at a time. If that value changes, such as if I lose net, then the next time I spend a turn those funds will automatically be transferred from my bank storage into my empire. &lt;br /&gt;
&lt;br /&gt;
- ''Loan Interest'' APR will be shown on your World Bank tab. It is important to avoid running with loans when possible, as these costs add up quickly. &lt;br /&gt;
&lt;br /&gt;
Why would I ever take a loan? The simple answer is, when you expect to be able to pay it back before using another turn. For example, if you have aid or market                       sales coming in relatively soon. &lt;br /&gt;
&lt;br /&gt;
With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible? &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Minimize Expenses and Maximize Income&amp;lt;/big&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
=== Maximizing Income ===&lt;br /&gt;
&lt;br /&gt;
==== Land and Markets ====&lt;br /&gt;
Let's start with the most important aspect. Making as much money as you can possibly make. &lt;br /&gt;
&lt;br /&gt;
The single most effective way to make money as a casher is to '''&amp;lt;big&amp;gt;gain more land&amp;lt;/big&amp;gt;'''. &lt;br /&gt;
&lt;br /&gt;
Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money. &lt;br /&gt;
&lt;br /&gt;
Yes, it can be more complicated than that, and expert cashers will want to find ways to squeeze out more money via tax or aid, but I guarantee that '''if you have more land than your rival cashers, you will make more money than they do'''. &lt;br /&gt;
&lt;br /&gt;
===== '''''How do you get more land?''''' =====&lt;br /&gt;
Same as every other strategy, you make use of your attacks. You can refer once more to the guide listed at the outset of this article for tips, but generally you will want to aim your attacks at players with high land and low DR. Doing this, and not failing any attacks, is the key to accumulating the highest land totals. &lt;br /&gt;
&lt;br /&gt;
With this in mind, you may want to take advantage of your era bonus and wield a massive stack of juggernauts. You can also enlist the help of a mage player, or even build wizards yourself, to ensure that you are able to break through any defenses as you amass land. &lt;br /&gt;
&lt;br /&gt;
Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy. &lt;br /&gt;
&lt;br /&gt;
Some players like to mix this up, building a few farms or smiths along the way, but you should aim to have at least 90% markets to really get the most use of your land. &lt;br /&gt;
&lt;br /&gt;
99% markets is also a feasible option, as this further optimizes your 25% production bonus when cashing, but it may lead to weaknesses in other areas. &lt;br /&gt;
&lt;br /&gt;
As with all strategies, it is up to the player to decide what is their best path forward. &lt;br /&gt;
&lt;br /&gt;
==== Tax Rate ====&lt;br /&gt;
While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income. &lt;br /&gt;
&lt;br /&gt;
At it's core, the tax rate is a balancing act. ''What are we balancing?'' &lt;br /&gt;
&lt;br /&gt;
'''Income vs. Risk of Death''' &lt;br /&gt;
&lt;br /&gt;
While perhaps a bit simplified, one must understand the pros and cons of having a high or low tax rate. Let's use a high tax rate as an example. &lt;br /&gt;
&lt;br /&gt;
'''High Tax-Rate'''&lt;br /&gt;
&lt;br /&gt;
'''Pros''': Higher income as your peasants are being taxed at higher rates. &lt;br /&gt;
&lt;br /&gt;
'''Cons''': Your empire cannot sustain as high a cap of peasants as one with lower tax rates could. &lt;br /&gt;
&lt;br /&gt;
You can likely see where a conflict may arise already. Empires with high tax rates will earn more money from their populace, but will have less populace overall. &lt;br /&gt;
&lt;br /&gt;
Empires with a lower tax rate will have more of a population to tax, but at a lower rate. &lt;br /&gt;
&lt;br /&gt;
For this reason, the best tax rate in general is somewhere in the middle, closer to the default of 35%. This will ensure that you have a strong base of peasants to tax, and that they are being taxed effectively. &lt;br /&gt;
&lt;br /&gt;
===== '''Other Tax Rate Considerations''' =====&lt;br /&gt;
The introduction of '''Massacre''&amp;lt;nowiki/&amp;gt;' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies. &lt;br /&gt;
&lt;br /&gt;
Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0. &lt;br /&gt;
&lt;br /&gt;
Because of this, you will notice that some players opt for lower tax rates even if it means they make less income. &lt;br /&gt;
&lt;br /&gt;
They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre. &lt;br /&gt;
&lt;br /&gt;
Something to note when doing this, however, is that these empires will still lose a large chunk of their population after they lose their land. &lt;br /&gt;
&lt;br /&gt;
As a result, you must be careful how you use turns if you feel that you may be a target for a potential massacre kill. Any turns spent after you lose land will result in large and instantaneous drops to your population total, until it is once again in line with your land count. &lt;br /&gt;
&lt;br /&gt;
One other tax-rate consideration comes from the additional costs of having a higher population. If you set your tax rate too low, you will begin to attract a much higher population to your empire. This results in more mouths to feed, and with each of those individuals already paying less in taxes the expenses can hurt in the long-run. For this reason, empires should try not to keep their tax rates too low if they feel that they are safe from massacre attacks. For example, if the empire has numerous hovercrafts to protect them (cashers are further advantaged by being in future era with defensive air bonuses). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Game_Guide&amp;diff=92</id>
		<title>Game Guide</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Game_Guide&amp;diff=92"/>
		<updated>2023-04-17T12:20:03Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reborn Promisance: New Player Game Guide ==&lt;br /&gt;
Overview: Building a basic understanding of Reborn Promisance as a new player that is unfamiliar with the promisance genre of games, or similar text-based empire simulators. &lt;br /&gt;
&lt;br /&gt;
Goals: &lt;br /&gt;
&lt;br /&gt;
# '''Creating an Account'''&lt;br /&gt;
# '''Creating an Empire'''&lt;br /&gt;
# '''First 500 Turns'''&lt;br /&gt;
# '''Core Gameplay and Tips'''&lt;br /&gt;
# '''Additional Resources'''&lt;br /&gt;
&lt;br /&gt;
== '''Creating an Account''' ==&lt;br /&gt;
Each player is allowed to have one account with us. This account can be used to create one empire on each server. &lt;br /&gt;
&lt;br /&gt;
'''Account''': Saving your information for use in Reborn Promisance&lt;br /&gt;
&lt;br /&gt;
'''Server''': Each server represents a different game mode. Modern, for example, differs from Turbo and Classic in a number of ways including turns per hour, in-game features, and viable strategies. &lt;br /&gt;
&lt;br /&gt;
To create an account, players will want to navigate to the home page of Reborn Promisance at https://rebornpromisance.com/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once there, navigate to the “'''Create Account'''” button found under the “'''Sign-In'''” options. Note that once an account has been created you will be able to use that information to log in at any time from your browser. &lt;br /&gt;
&lt;br /&gt;
We recommend that you ''save your password and username'' for ease of access, and to avoid losing your progress and saved history. &lt;br /&gt;
&lt;br /&gt;
== '''Creating an Empire''' ==&lt;br /&gt;
Now that you have an account, it’s time to start up your first Empire on one of the open servers. &lt;br /&gt;
&lt;br /&gt;
'''Empire''': The player’s representation in Reborn Promisance. Think of it as your own custom nation in a world populated by other player’s with their own unique empires. &lt;br /&gt;
&lt;br /&gt;
=== '''Picking a Server''' ===&lt;br /&gt;
First thing’s first, let’s go ahead and pick a server. The following is a short breakdown of the current server options. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modern''': The default server. In this game mode, code changes and patches are frequently added to enhance balance and keep the game dynamic. Players will receive 2 turns every 15 minutes, with a max of 360 turns. Players can store up to 150 turns after reaching their max amount, in which case they will receive an additional turn every 15 minutes until their stored balance is depleted. &lt;br /&gt;
&lt;br /&gt;
'''Turbo''': Turbo is a faster-paced game mode that emphasizes solo play. Players cannot team up or join clans, but receive turns at a faster rate (full turns each day). Note that there are special rules for this game mode to ensure fairness. &lt;br /&gt;
&lt;br /&gt;
'''Classic''': The classic server is representative of an older version of the game code. This version will be more familiar to players who have joined Promisance-style games in the past. The structure of this game mode is rarely changed. Players will receive the same turns as in Modern. &lt;br /&gt;
&lt;br /&gt;
'''Clanned''': The official team-mode of promisance, in this server players will be paired with other players in a ‘clan’ in order to wage war against another team of players. This mode follows a draft-style team choice, and has the same mechanics structure as the Modern server. &lt;br /&gt;
&lt;br /&gt;
'''Quickplay''': The testing server. Players receive full turns each hour, and are able to create an empire to test out different strategies. This server is not intended to be competitive, and players are encouraged to focus on testing only. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the purpose of this guide, let’s focus on the default '''Modern''' server. &lt;br /&gt;
&lt;br /&gt;
All you will need to do to create an empire is ''log in, choose your server, and pick your Empire Name and Race''. Your empire name is how you will appear to other players, and can be changed once per round. Your race can be changed for free if you have not used any turns, and determines the best strategy that can be used in the round. &lt;br /&gt;
&lt;br /&gt;
=== '''Choosing a Race''' ===&lt;br /&gt;
'''Races''': Each race is suited to one particular strategy, and you can get some insight into these choices by viewing the Race Guide below. &lt;br /&gt;
&lt;br /&gt;
As you can see, Gremlin has a massive agricultural bonus. Elf, on the other hand, receives large bonuses to their Mana and Magic production. These bonuses have a large impact on game performance, and should be the focus of your choice when first creating an empire.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Strategy''' ===&lt;br /&gt;
The production method of an empire. The 4 main strategies at this time are,&lt;br /&gt;
&lt;br /&gt;
# '''Farmer''': Farming empires strive to produce grains both for themselves, and for other empires via selling on the Public Market or using Foreign Aid to trade with your team. Farmers like to build, of course, farms! Farmers prefer to be in the Present Era due to the agricultural bonuses. The primary farming races are Gremlin and Tengu.&lt;br /&gt;
# '''Casher''': Cashers focus their production on generating income. This can be done using markets, which directly increase your per-turn income. Cashers are best suited to the Future era, where they receive increased income bonuses. The primary casher races are Gnome and Pirate.&lt;br /&gt;
# '''Industrial''': Industrial, or ‘indy’ strategies, focus on building a massive army. Indy empires build blacksmiths to increase their per-turn troop production. These troops can be sold on the Public Market, or sent as aid to your teammates. Industrial Empires are best suited to the Future era, and the primary races for this strategy are Goblin and Dwarf.&lt;br /&gt;
# '''Mage''': Mages generate a resource known as mana to use on various spells. The primary spells are Tree of Gold, which magically produces a large chunk of income, and Cornucopia, which produces a large chunk of grains. Mages prefer to be in the Past era, and the primary mage races are Elf and Drow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this in mind, let’s move on to creating an empire! As a new player, we recommend that you choose a simpler strategy like ‘Farming’, with a race such as Gremlin or Tengu being well-suited to that role.&lt;br /&gt;
&lt;br /&gt;
Now that you have an empire, let’s hit Play! &lt;br /&gt;
&lt;br /&gt;
== '''First 500 Turns''' ==&lt;br /&gt;
You are now in the driver seat of your first empire! Depending on when in the round you have joined, you may see some turns already populated for you. New empires generally start with 200 turns, which is not coincidentally the number of turns players spend in Protection Mode. &lt;br /&gt;
&lt;br /&gt;
'''Protection Mode''': New players in this status will be unable to attack or be attacked, send foreign aid, or interact with the Public Market. This status will end immediately after the 201st turn is spent. &lt;br /&gt;
&lt;br /&gt;
While advanced players have different ways of playing out the first turns in protection mode, for the purposes of this guide we will keep it simple. &lt;br /&gt;
&lt;br /&gt;
# First, we will navigate to the side-bar on the left and hit the Explore option. We recommend that you explore between 10-20 turns in order to start generating Income, with which you can build structures. &lt;br /&gt;
# Next, we will want to navigate to the Build tab and spend 5-10 turns building mage towers in order to start generating wizards, which act as a magical defense measure in the Modern server. &lt;br /&gt;
# Next, we will want to either go back to exploring, or if you have the income, spend 10 turns building your primary production building. As a reminder, this would be ‘farms’ for a farmer race. &lt;br /&gt;
# Once you have this basic structure down, you can switch between exploring for more land and building more structures. We recommend focusing more heavily on exploring, as land is the primary driver of high production. That said, you will soon start to feel which method works best for you. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key thing to remember here is to not go over 200 turns spent! This will leave you open to attack, with few turns to respond with. Once you have spent exactly 200 turns, you should stop your run at that time and wait for your turns to refill. As a general tip, waiting for full turns will always beat running with partial turns. &lt;br /&gt;
&lt;br /&gt;
'''Runs''': Using your turns consecutively is referred to as a run. Players are encouraged to not interfere with other empires while they run. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''After Protection''' ===&lt;br /&gt;
You’ve waited patiently, and are now up to a full 360 turns! It’s time to leave protection and carve your place in the server. As this guide is intended for newer players, we will choose a simpler path for breaking protection. &lt;br /&gt;
&lt;br /&gt;
First, check to see if you are able to build more structures with the land that you have amassed in protection. If so, build your chosen production building until you have no unused land. &lt;br /&gt;
&lt;br /&gt;
Next, use your stored mana to visit the Magic Center and set up a Spell Shield. This will protect you from hostile enemy spells, and is a great habit to form early on. &lt;br /&gt;
&lt;br /&gt;
Finally, go back to the alternating pattern of exploring and building. I prefer to spend 20-30 turns at a time exploring before going back to build on that land. This ensures that you are using your new land effectively. &lt;br /&gt;
&lt;br /&gt;
When you are at 0 turns left, you can officially say that you have completed your first run! Congratulations! &lt;br /&gt;
&lt;br /&gt;
== '''Core Gameplay and Tips''' ==&lt;br /&gt;
After your recent run you will need to wait again to reach full turns. This will come faster if you have Stored Turns available, but in general takes about 2 days. At this point you now have a solid empire with a production base. &lt;br /&gt;
&lt;br /&gt;
=== '''What’s next?''' ===&lt;br /&gt;
Well, this is where it becomes difficult to plan ahead. Reborn Promisance is a strategy game, and there is no one best way to play the game. That said, here are some fundamental interactions that every player should be aware of. &lt;br /&gt;
&lt;br /&gt;
'''Clans''': A clan is a group of players who are in a team together. These groups cannot attack each other, but they can send additional Foreign Aid (trading) shipments. &lt;br /&gt;
&lt;br /&gt;
Clanned gameplay emphasizes teamwork and efficiency, with each team member specializing in a certain production type. As a farmer, for example, your role is to supply your teammates with food. They likewise will be sending you cash, troops, and additional defenses. &lt;br /&gt;
&lt;br /&gt;
Clans are the best way to learn the game, especially if you have met a more experienced player or clan leader. Note that clans are also able to war each other, and are therefore more focused on diplomatic relations with other clans in the server. We highly recommend that all new players find a clan to join for their first month. &lt;br /&gt;
&lt;br /&gt;
'''Solo''': Solo players receive a 15% production bonus at the cost of being unable to trade and work with other players. Solo play is ideal for returning veterans that enjoy a challenge. Solo players cannot war or be warred, and cannot receive or send Foreign Aid if they elect to receive the production bonus mentioned earlier. &lt;br /&gt;
&lt;br /&gt;
=== '''Public and Black Markets''' ===&lt;br /&gt;
'''Public Market''': This is where you can buy and sell troops and resources from and to other players. Farmers, for example, can list their grains on the Public Market, and once they are available then other empires can buy your grains from you. This is the primary method for strategies other than Casher to receive income to support their growing empire. &lt;br /&gt;
&lt;br /&gt;
'''Black Market''': This market is non-interactive, and allows players to buy and sell troops and resources at will. In most cases, the Public Market will have better deals for both, though this is not always the case. &lt;br /&gt;
&lt;br /&gt;
=== '''Attacking and Defending''' ===&lt;br /&gt;
While we have focused on exploring earlier, this is not the primary way to gain land. Most players will focus on using attacks to gain land, and this is an expected part of the game in order to keep land flowing across the server. While attacking is a vital part of the gameplay experience, it can be somewhat overwhelming to begin with. &lt;br /&gt;
&lt;br /&gt;
The key elements of attacking to remember are, &lt;br /&gt;
&lt;br /&gt;
'''Troop Types and Eras''': Depending on the era you would like to stay in, some troops are better than others. For example, as a farmer in the Present era you will benefit most from using Battleships for offense and Tanks for defense. &lt;br /&gt;
&lt;br /&gt;
Using battleships as an example, you can locate your targets on the Scores page and click your intended target’s name to access the Attack option. This can also be done through the War Center tab. Once on the attack page, you can use Coastal Assault to send your battleships to battle. &lt;br /&gt;
&lt;br /&gt;
If your troops succeed in breaking the targeted empire’s defenses, then you will gain land and destroy a portion of your target’s troops. You will also lose a number of troops on your side when doing so if the empire is able to partially defend your attack. &lt;br /&gt;
&lt;br /&gt;
Players can attack up to 30 times in a run, with attacks refreshing over time. This limit is removed once a clanned empire enters a war status. &lt;br /&gt;
&lt;br /&gt;
To enhance your attacking abilities, we recommend collecting Intel before attacking. This is done by sending a spell called Crystal Ball to your intended target. If it is successful, then you will see your target’s troop totals and defenses. Note that to succeed in sending this spell you will need to have more wizards than your opponent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each attack you send will lower your empire’s Health total. Each turn that you spend not attacking will increase your health total. You should strive to always attack at full health, as this makes your attacks more likely to succeed. For this reason, many players will heal or build in between attacks using options such as Farm, Explore, and Build. &lt;br /&gt;
&lt;br /&gt;
=== '''Production Tabs''' ===&lt;br /&gt;
As mentioned earlier, each strategy has a specific mode of production that they excel at. This is further enhanced by spending your turns entirely on that production using the production tabs. Farmers, as a continued example, can use their turns on the Farm tab to get an increase of 25% in production for each turn spent. The same idea applies to each strategy and their corresponding production tabs. &lt;br /&gt;
&lt;br /&gt;
When do we use these tabs? &lt;br /&gt;
&lt;br /&gt;
Generally you will want to focus on production once you are on a higher land total. This can be after you have attacked on your run, or in between attacks to gain health. &lt;br /&gt;
&lt;br /&gt;
'''More land = better production, provided you have built your land up to achieve that goal.''' &lt;br /&gt;
&lt;br /&gt;
By spending your time producing resources you not only will be able to better upkeep your empire, but you will also have more to sell and market in order to earn cash to buy troops and additional resources. &lt;br /&gt;
&lt;br /&gt;
'''Net''': Your empire’s progress is based on your total net. Net is determined based on the number of resources and land that you currently have, as well as your empire’s troop total. Troops, or military units, make up the bulk of an empire’s net worth. &lt;br /&gt;
&lt;br /&gt;
For this reason, many strategies focus on converting production into military troops. This allows players to not only attack more successfully, but also earn a higher rank compared to other empires on the scoreboard. &lt;br /&gt;
&lt;br /&gt;
—&lt;br /&gt;
&lt;br /&gt;
== '''Additional Resources''' ==&lt;br /&gt;
[http://windetch.com/recalc.php?server=modern&amp;amp;u_data=&amp;amp;e_data=&amp;amp;sdef=None&amp;amp;war=0&amp;amp;submit=Load%21 Windetch’s Attack Calculator]: Helpful for learning to send attacks and spells. &lt;br /&gt;
&lt;br /&gt;
[https://rebornpromisance.com/classic/?location=pguide&amp;amp;section=guide Internal Game Guide]: Helpful for referencing basics of game mechanics&lt;br /&gt;
&lt;br /&gt;
Code Changelog: List of all major changes to the game’s code as well as patch explanations. &lt;br /&gt;
&lt;br /&gt;
Discord: Place to have fun, talk to other players, and ask questions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While this guide is not intended to be a comprehensive path to game mastery, we hope that it is enough to get you started on this journey! As always, the best way to learn is by experience. &lt;br /&gt;
&lt;br /&gt;
While you will naturally gain experience as you play, you can also lean on the experience of our veteran players that are more than willing to help whenever they can! You can also reach out directly to me on Discord under the username Fizdiz#2136, and I will be happy to answer any questions that you may have. &lt;br /&gt;
&lt;br /&gt;
Thank you, and I look forward to getting attacked and slaughtered by every one of you &amp;lt;3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Reborn_Promisance_talk:Mr.&amp;diff=67</id>
		<title>Reborn Promisance talk:Mr.</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Reborn_Promisance_talk:Mr.&amp;diff=67"/>
		<updated>2023-03-21T16:28:03Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: Added link to game guide page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Home}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Welcome to Reborn Promisance Wiki.&lt;br /&gt;
&lt;br /&gt;
Are you new here? Consider following our [[Getting_Started|New Player Guide]]. Be sure to scroll to the bottom of the page to read tips that can help you improve you get better at the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Contact Us&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feel free to [https://discord.gg/azFJU2E3xu Contact Us] on Discord. Say hello, don't be shy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Learn how to play&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Getting_Started|New Player Guide]] · [[:Category:Strategy|Empire Strategy Guides]] · [[Game Guide|Reborn Promisance Game Guide]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Use Turns&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Build|Construction]] · [[Explore]] · [[Cash]] · [[Farm]] · [[Indy|Industry]] · [[Mana|Meditate]] · [[Heal|Healing]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Finances&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Bank|World Bank]] · [[Pubmarketbuy|Public Market Buy]] · [[Pubmarketsell|Public Market Sell]] · [[Pvtmarketbuy|Private Market Buy]] · [[Pvtmarketsell|Private Market Sell]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Foreign Affairs&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Aid|Foreign Aid]] · [[Clan|Clans]] · [[Military|War Center]] · [[Magic|Magic Center]] · [[Intel|Intel Center]]&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
	<entry>
		<id>https://rebornpromisance.com/w//index.php?title=Game_Guide&amp;diff=66</id>
		<title>Game Guide</title>
		<link rel="alternate" type="text/html" href="https://rebornpromisance.com/w//index.php?title=Game_Guide&amp;diff=66"/>
		<updated>2023-03-21T16:26:36Z</updated>

		<summary type="html">&lt;p&gt;Fizdiz: Expanded new player game guide - needs file access to upload images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reborn Promisance: New Player Game Guide ==&lt;br /&gt;
Overview: Building a basic understanding of Reborn Promisance as a new player that is unfamiliar with the promisance genre of games, or similar text-based empire simulators. &lt;br /&gt;
&lt;br /&gt;
Goals: &lt;br /&gt;
&lt;br /&gt;
# '''Creating an Account'''&lt;br /&gt;
# '''Creating an Empire'''&lt;br /&gt;
# '''First 500 Turns'''&lt;br /&gt;
# '''Core Gameplay and Tips'''&lt;br /&gt;
# '''Additional Resources'''&lt;br /&gt;
&lt;br /&gt;
== '''Creating an Account''' ==&lt;br /&gt;
Each player is allowed to have one account with us. This account can be used to create one empire on each server. &lt;br /&gt;
&lt;br /&gt;
'''Account''': Saving your information for use in Reborn Promisance&lt;br /&gt;
&lt;br /&gt;
'''Server''': Each server represents a different game mode. Modern, for example, differs from Turbo and Classic in a number of ways including turns per hour, in-game features, and viable strategies. &lt;br /&gt;
&lt;br /&gt;
To create an account, players will want to navigate to the home page of Reborn Promisance at https://rebornpromisance.com/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once there, navigate to the “'''Create Account'''” button found under the “'''Sign-In'''” options. Note that once an account has been created you will be able to use that information to log in at any time from your browser. &lt;br /&gt;
&lt;br /&gt;
We recommend that you ''save your password and username'' for ease of access, and to avoid losing your progress and saved history. &lt;br /&gt;
&lt;br /&gt;
== '''Creating an Empire''' ==&lt;br /&gt;
Now that you have an account, it’s time to start up your first Empire on one of the open servers. &lt;br /&gt;
&lt;br /&gt;
'''Empire''': The player’s representation in Reborn Promisance. Think of it as your own custom nation in a world populated by other player’s with their own unique empires. &lt;br /&gt;
&lt;br /&gt;
=== '''Picking a Server''' ===&lt;br /&gt;
First thing’s first, let’s go ahead and pick a server. The following is a short breakdown of the current server options. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modern''': The default server. In this game mode, code changes and patches are frequently added to enhance balance and keep the game dynamic. Players will receive 2 turns every 15 minutes, with a max of 360 turns. Players can store up to 150 turns after reaching their max amount, in which case they will receive an additional turn every 15 minutes until their stored balance is depleted. &lt;br /&gt;
&lt;br /&gt;
'''Turbo''': Turbo is a faster-paced game mode that emphasizes solo play. Players cannot team up or join clans, but receive turns at a faster rate (full turns each day). Note that there are special rules for this game mode to ensure fairness. &lt;br /&gt;
&lt;br /&gt;
'''Classic''': The classic server is representative of an older version of the game code. This version will be more familiar to players who have joined Promisance-style games in the past. The structure of this game mode is rarely changed. Players will receive the same turns as in Modern. &lt;br /&gt;
&lt;br /&gt;
'''Clanned''': The official team-mode of promisance, in this server players will be paired with other players in a ‘clan’ in order to wage war against another team of players. This mode follows a draft-style team choice, and has the same mechanics structure as the Modern server. &lt;br /&gt;
&lt;br /&gt;
'''Quickplay''': The testing server. Players receive full turns each hour, and are able to create an empire to test out different strategies. This server is not intended to be competitive, and players are encouraged to focus on testing only. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the purpose of this guide, let’s focus on the default '''Modern''' server. &lt;br /&gt;
&lt;br /&gt;
All you will need to do to create an empire is ''log in, choose your server, and pick your Empire Name and Race''. Your empire name is how you will appear to other players, and can be changed once per round. Your race can be changed for free if you have not used any turns, and determines the best strategy that can be used in the round. &lt;br /&gt;
&lt;br /&gt;
=== '''Choosing a Race''' ===&lt;br /&gt;
'''Races''': Each race is suited to one particular strategy, and you can get some insight into these choices by viewing the Race Guide below. &lt;br /&gt;
&lt;br /&gt;
As you can see, Gremlin has a massive agricultural bonus. Elf, on the other hand, receives large bonuses to their Mana and Magic production. These bonuses have a large impact on game performance, and should be the focus of your choice when first creating an empire.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Strategy''' ===&lt;br /&gt;
The production method of an empire. The 4 main strategies at this time are,&lt;br /&gt;
&lt;br /&gt;
# '''Farmer''': Farming empires strive to produce grains both for themselves, and for other empires via selling on the Public Market or using Foreign Aid to trade with your team. Farmers like to build, of course, farms! Farmers prefer to be in the Present Era due to the agricultural bonuses. The primary farming races are Gremlin and Tengu.&lt;br /&gt;
# '''Casher''': Cashers focus their production on generating income. This can be done using markets, which directly increase your per-turn income. Cashers are best suited to the Future era, where they receive increased income bonuses. The primary casher races are Gnome and Pirate.&lt;br /&gt;
# '''Industrial''': Industrial, or ‘indy’ strategies, focus on building a massive army. Indy empires build blacksmiths to increase their per-turn troop production. These troops can be sold on the Public Market, or sent as aid to your teammates. Industrial Empires are best suited to the Future era, and the primary races for this strategy are Goblin and Dwarf.&lt;br /&gt;
# '''Mage''': Mages generate a resource known as mana to use on various spells. The primary spells are Tree of Gold, which magically produces a large chunk of income, and Cornucopia, which produces a large chunk of grains. Mages prefer to be in the Past era, and the primary mage races are Elf and Drow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this in mind, let’s move on to creating an empire! As a new player, we recommend that you choose a simpler strategy like ‘Farming’, with a race such as Gremlin or Tengu being well-suited to that role.&lt;br /&gt;
&lt;br /&gt;
Now that you have an empire, let’s hit Play! &lt;br /&gt;
&lt;br /&gt;
== '''First 500 Turns''' ==&lt;br /&gt;
You are now in the driver seat of your first empire! Depending on when in the round you have joined, you may see some turns already populated for you. New empires generally start with 200 turns, which is not coincidentally the number of turns players spend in Protection Mode. &lt;br /&gt;
&lt;br /&gt;
'''Protection Mode''': New players in this status will be unable to attack or be attacked, send foreign aid, or interact with the Public Market. This status will end immediately after the 201st turn is spent. &lt;br /&gt;
&lt;br /&gt;
While advanced players have different ways of playing out the first turns in protection mode, for the purposes of this guide we will keep it simple. &lt;br /&gt;
&lt;br /&gt;
# First, we will navigate to the side-bar on the left and hit the Explore option. We recommend that you explore between 10-20 turns in order to start generating Income, with which you can build structures. &lt;br /&gt;
# Next, we will want to navigate to the Build tab and spend 5-10 turns building mage towers in order to start generating wizards, which act as a magical defense measure in the Modern server. &lt;br /&gt;
# Next, we will want to either go back to exploring, or if you have the income, spend 10 turns building your primary production building. As a reminder, this would be ‘farms’ for a farmer race. &lt;br /&gt;
# Once you have this basic structure down, you can switch between exploring for more land and building more structures. We recommend focusing more heavily on exploring, as land is the primary driver of high production. That said, you will soon start to feel which method works best for you. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key thing to remember here is to not go over 200 turns spent! This will leave you open to attack, with few turns to respond with. Once you have spent exactly 200 turns, you should stop your run at that time and wait for your turns to refill. As a general tip, waiting for full turns will always beat running with partial turns. &lt;br /&gt;
&lt;br /&gt;
'''Runs''': Using your turns consecutively is referred to as a run. Players are encouraged to not interfere with other empires while they run. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''After Protection''' ===&lt;br /&gt;
You’ve waited patiently, and are now up to a full 360 turns! It’s time to leave protection and carve your place in the server. As this guide is intended for newer players, we will choose a simpler path for breaking protection. &lt;br /&gt;
&lt;br /&gt;
First, check to see if you are able to build more structures with the land that you have amassed in protection. If so, build your chosen production building until you have no unused land. &lt;br /&gt;
&lt;br /&gt;
Next, use your stored mana to visit the Magic Center and set up a Spell Shield. This will protect you from hostile enemy spells, and is a great habit to form early on. &lt;br /&gt;
&lt;br /&gt;
Finally, go back to the alternating pattern of exploring and building. I prefer to spend 20-30 turns at a time exploring before going back to build on that land. This ensures that you are using your new land effectively. &lt;br /&gt;
&lt;br /&gt;
When you are at 0 turns left, you can officially say that you have completed your first run! Congratulations! &lt;br /&gt;
&lt;br /&gt;
== '''Core Gameplay and Tips''' ==&lt;br /&gt;
After your recent run you will need to wait again to reach full turns. This will come faster if you have Stored Turns available, but in general takes about 2 days. At this point you now have a solid empire with a production base. &lt;br /&gt;
&lt;br /&gt;
=== '''What’s next?''' ===&lt;br /&gt;
Well, this is where it becomes difficult to plan ahead. Reborn Promisance is a strategy game, and there is no one best way to play the game. That said, here are some fundamental interactions that every player should be aware of. &lt;br /&gt;
&lt;br /&gt;
'''Clans''': A clan is a group of players who are in a team together. These groups cannot attack each other, but they can send additional Foreign Aid (trading) shipments. &lt;br /&gt;
&lt;br /&gt;
Clanned gameplay emphasizes teamwork and efficiency, with each team member specializing in a certain production type. As a farmer, for example, your role is to supply your teammates with food. They likewise will be sending you cash, troops, and additional defenses. &lt;br /&gt;
&lt;br /&gt;
Clans are the best way to learn the game, especially if you have met a more experienced player or clan leader. Note that clans are also able to war each other, and are therefore more focused on diplomatic relations with other clans in the server. We highly recommend that all new players find a clan to join for their first month. &lt;br /&gt;
&lt;br /&gt;
'''Solo''': Solo players receive a 15% production bonus at the cost of being unable to trade and work with other players. Solo play is ideal for returning veterans that enjoy a challenge. Solo players cannot war or be warred, and cannot receive or send Foreign Aid if they elect to receive the production bonus mentioned earlier. &lt;br /&gt;
&lt;br /&gt;
=== '''Public and Black Markets''' ===&lt;br /&gt;
'''Public Market''': This is where you can buy and sell troops and resources from and to other players. Farmers, for example, can list their grains on the Public Market, and once they are available then other empires can buy your grains from you. This is the primary method for strategies other than Casher to receive income to support their growing empire. &lt;br /&gt;
&lt;br /&gt;
'''Black Market''': This market is non-interactive, and allows players to buy and sell troops and resources at will. In most cases, the Public Market will have better deals for both, though this is not always the case. &lt;br /&gt;
&lt;br /&gt;
=== '''Attacking and Defending''' ===&lt;br /&gt;
While we have focused on exploring earlier, this is not the primary way to gain land. Most players will focus on using attacks to gain land, and this is an expected part of the game in order to keep land flowing across the server. While attacking is a vital part of the gameplay experience, it can be somewhat overwhelming to begin with. &lt;br /&gt;
&lt;br /&gt;
The key elements of attacking to remember are, &lt;br /&gt;
&lt;br /&gt;
'''Troop Types and Eras''': Depending on the era you would like to stay in, some troops are better than others. For example, as a farmer in the Present era you will benefit most from using Battleships for offense and Tanks for defense. &lt;br /&gt;
&lt;br /&gt;
Using battleships as an example, you can locate your targets on the Scores page and click your intended target’s name to access the Attack option. This can also be done through the War Center tab. Once on the attack page, you can use Coastal Assault to send your battleships to battle. &lt;br /&gt;
&lt;br /&gt;
If your troops succeed in breaking the targeted empire’s defenses, then you will gain land and destroy a portion of your target’s troops. You will also lose a number of troops on your side when doing so if the empire is able to partially defend your attack. &lt;br /&gt;
&lt;br /&gt;
Players can attack up to 30 times in a run, with attacks refreshing over time. This limit is removed once a clanned empire enters a war status. &lt;br /&gt;
&lt;br /&gt;
To enhance your attacking abilities, we recommend collecting Intel before attacking. This is done by sending a spell called Crystal Ball to your intended target. If it is successful, then you will see your target’s troop totals and defenses. Note that to succeed in sending this spell you will need to have more wizards than your opponent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each attack you send will lower your empire’s Health total. Each turn that you spend not attacking will increase your health total. You should strive to always attack at full health, as this makes your attacks more likely to succeed. For this reason, many players will heal or build in between attacks using options such as Farm, Explore, and Build. &lt;br /&gt;
&lt;br /&gt;
=== '''Production Tabs''' ===&lt;br /&gt;
As mentioned earlier, each strategy has a specific mode of production that they excel at. This is further enhanced by spending your turns entirely on that production using the production tabs. Farmers, as a continued example, can use their turns on the Farm tab to get an increase of 25% in production for each turn spent. The same idea applies to each strategy and their corresponding production tabs. &lt;br /&gt;
&lt;br /&gt;
When do we use these tabs? &lt;br /&gt;
&lt;br /&gt;
Generally you will want to focus on production once you are on a higher land total. This can be after you have attacked on your run, or in between attacks to gain health. &lt;br /&gt;
&lt;br /&gt;
'''More land = better production, provided you have built your land up to achieve that goal.''' &lt;br /&gt;
&lt;br /&gt;
By spending your time producing resources you not only will be able to better upkeep your empire, but you will also have more to sell and market in order to earn cash to buy troops and additional resources. &lt;br /&gt;
&lt;br /&gt;
'''Net''': Your empire’s progress is based on your total net. Net is determined based on the number of resources and land that you currently have, as well as your empire’s troop total. Troops, or military units, make up the bulk of an empire’s net worth. &lt;br /&gt;
&lt;br /&gt;
For this reason, many strategies focus on converting production into military troops. This allows players to not only attack more successfully, but also earn a higher rank compared to other empires on the scoreboard. &lt;br /&gt;
&lt;br /&gt;
—&lt;br /&gt;
&lt;br /&gt;
== '''Additional Resources''' ==&lt;br /&gt;
[http://windetch.com/recalc.php?server=modern&amp;amp;u_data=&amp;amp;e_data=&amp;amp;sdef=None&amp;amp;war=0&amp;amp;submit=Load%21 Windetch’s Attack Calculator]: Helpful for learning to send attacks and spells. &lt;br /&gt;
&lt;br /&gt;
[https://rebornpromisance.com/classic/?location=pguide&amp;amp;section=guide Internal Game Guide]: Helpful for referencing basics of game mechanics&lt;br /&gt;
&lt;br /&gt;
Code Changelog: List of all major changes to the game’s code as well as patch explanations. &lt;br /&gt;
&lt;br /&gt;
Discord: Place to have fun, talk to other players, and ask questions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While this guide is not intended to be a comprehensive path to game mastery, we hope that it is enough to get you started on this journey! As always, the best way to learn is by experience. &lt;br /&gt;
&lt;br /&gt;
While you will naturally gain experience as you play, you can also lean on the experience of our veteran players that are more than willing to help whenever they can! You can also reach out directly to me on Discord under the username Fizdiz#2136, and I will be happy to answer any questions that you may have. &lt;br /&gt;
&lt;br /&gt;
Thank you, and I look forward to getting attacked and slaughtered by every one of you &amp;lt;3&lt;/div&gt;</summary>
		<author><name>Fizdiz</name></author>
	</entry>
</feed>