Non-Reselling Casher

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Revision as of 13:30, 17 April 2023 by Fizdiz (talk | contribs) (Created page with "=='''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. === '''<u>Cashing 101</u>''' === <u>For a quick overview of the basic flow of ''Cashing'', please refer to '''this guide'''.</u> Here are...")
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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.

Cashing 101

For a quick overview of the basic flow of Cashing, please refer to this guide.

Here are some basic facts that can help get you started

Overview

Cashing Races: Gnome, Pirate, Troll

Casher Buildings: Market

Casher Production Tab: "Cash"

Casher Era: Future

Choosing one of these races, building markets, and using the 'Cash" production tab forms the core flow of the non-reselling casher strategy

Races

Gnome

Pros: Suitable for defensive players, players who want to utilize magic, and players that want to embrace a passive (no-attacking) playstyle.

Cons: Low energy production makes a mage hybrid less-optimal. Weak offense makes gaining land more difficult.

Bonuses: Defense (+10%), Upkeep (+6%), Economy (+16%), Market (+20%).

Weaknesses: Offense (-16%), Industry (-12%), Exploration (-12%), and Energy (-12%)

Pirate

Pros: Suitable for high land accumulation, offensive tactics, and flexibility. Many bonuses.

Cons: Inability to play any other strategies aside from casher. Lower market bonus makes reselling less of a bonus.

Bonuses: Offense (+8%), Building (+4%), Upkeep (+8%), Economy (+12%), Exploration (+8), Market (+16%), Consumption (+4%)

Weaknesses: Defense (-4%), Magic (-12%), Industry (-14%), and Energy (-10%), Agriculture (-14%)

Troll

Pros: Suitable for players that like to troll, offensive clan war environments, and exploring.

Cons: Outclassed in every way by gnome and pirate when it comes to production. No market bonus means no re-selling option.

Bonuses: Offense (+24%), Building (+8%), Economy (+4%), Exploration (+14%).

Weaknesses: Defense (-10%), Magic (-12%), Market (-12%), Energy (-8%), Agriculture (-8%)

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.

As a cashing empire, the goal is - of course - to generate as much empire income as possible.

Let's take a look at a sample cashing income spread

Money     $94,108,651

Est. Income     $54,313,508

Est. Expenses     $22,257,909

Est. Medical Expenses     $561,494

Est. Corruption     $0

Loan Payment     $0

War Tax     $0

Net     +$31,494,105

Savings Balance     $11,500,000,000 (0.483%)

Loan Balance     $0 (1.817%)

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.

Income/Expenses

The empire's current funds out of bank (Money)

The income that they will receive each time a turn is spent (Est. Income)

The expenses, or cost, of running their empire (Est. Expenses)

The expenses of any troops currently in their hospital (Est. Medical Expenses)

The net gain of all expenses measured against income (Net)

Corruption, Savings and Loan Payments

- Corruption begins when you have 100x of your current net as funds out of your bank.

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.

- Savings are any funds that you have stored in your bank. The World Bank can hold up to 100x your net value in cash.

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.

- 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.

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.

With all of this in mind, what can a casher do to excel at their goal of making as much cash as possible?

Minimize Expenses and Maximize Income

Maximizing Income

Land and Markets

Let's start with the most important aspect. Making as much money as you can possibly make.

The single most effective way to make money as a casher is to gain more land.

Your production is tied directly to the number of markets that you build as a casher. More land = more markets = more money.

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.

How do you get more land?

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.

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.

Ultimately, you will be using this land to build something like 90% markets and 10% mage towers if you are playing a balanced strategy.

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.

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.

As with all strategies, it is up to the player to decide what is their best path forward.

Tax Rate

While most strategies have very little interaction with the tax rate in Reborn Promisance, cashers can utilize it to optimize their income.

At it's core, the tax rate is a balancing act. What are we balancing?

Income vs. Risk of Death

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.

High Tax-Rate

Pros: Higher income as your peasants are being taxed at higher rates.

Cons: Your empire cannot sustain as high a cap of peasants as one with lower tax rates could.

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.

Empires with a lower tax rate will have more of a population to tax, but at a lower rate.

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.

Other Tax Rate Considerations

The introduction of 'Massacre' attacks makes tax-rate once more a topic of interest, this time not only for casher strategies.

Massacre allows an empire to be killed by reducing its population to 0. This differs from most kills, which require land to reach 0.

Because of this, you will notice that some players opt for lower tax rates even if it means they make less income.

They choose this route because it gives them a higher population cap, which in turn makes them harder to kill using massacre.

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.

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.

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).