People generally like the Axis & Allies RTS game because it’s not about gathering resources. Or is it? If you have more money, you can build more troops. If you have more troops, then you can win. Do not be fooled. This game is about money. The ability to generate money faster than your opponent is key to winning a game.
Money is accrued every minute during the game. There are two ways to increase the amount of money you earn per minute. One is to control cities, and the other is to build HQs.
Each city will provide an additional $10 per minute. If you are able to own 3 cities, over 5 minutes, that’s an addition $150, and can prove to be quite an advantage over your opponent. Grabbing and controlling cities is key to obtaining an economic advantage. In addition to providing $10 per minute, each city may harbor a bank, an oil refinery, or an ammo dump. The bank will provide an additional $5 per minute, the oil refinery a +5 to oil, and the ammo dump a +5 to ammo.
The other way to increase money generation is to build HQs. Every HQ that is created generates an additional $20 to $30 per minute (depending on the Country/HQ choice). If you lay down 2 HQs (at $25 per HQ), and your opponent only lays down 1, then in 5 minutes, you have accumulated an additional $125 more than him.
If you take the 3 city example with the 2 HQ’s example over 5 minutes, and add them together, then you will generate an additional $275 more than your opponent, and that’s just in 5 minutes. Most games last anywhere from 15 minutes to 2 hours. With just one additional HQ than your opponent, and 3 more cities, over an hour long game, this will amount to $3300 more. Now that is quite an advantage isn’t it?
Every country is not created equal when it comes to money generation. Currently America holds a distinct advantage over the other countries as 3 of its 4 HQs provide an additional $5 bonus. Even with 2 HQs, over 10 minutes, that’s still a $100 bonus for doing nothing more than playing America. Figure 2.1 A below displays the amount of money generated both at the onset of the game for the Core HQ, and for every additional HQ that a player may create.
Figure 2.1 A – Money Generated Per HQ
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Country | Core HQ | Infantry HQ | Airborne HQ | Mechanized HQ | Tank HQ
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Germany | 25 | 25 | 25 | 25 | 20 |
Great Britain | 25 | 25 | 25 | 25 | 20 |
Japan | 25 | 25 | 25 | 25 | 25 |
Russia | 35 | 25 | 25 | 25 | 20 |
United States | 30 | 30 | 25 | 30 | 30 |
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An item that many players ignore is the mobility of their HQs. When HQs are
mobile, they suffer a penalty to money generation. This isn’t a problem,
unless the HQs are mobile for long periods of time. Currently, Germany has
a distinct advantage over the other countries in mobility as they suffer the
smallest penalty to money accrual when their HQs are mobile. Figure 2.1 B
below displays the money accrual rate for each HQ when it is mobile.
Figure 2.1 B – Money Generated Per HQ When Mobile
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Country | Infantry HQ | Airborne HQ | Mechanized HQ | Tank HQ
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Germany | 18 | 12 | 18 | 15 |
Great Britain | 12 | 12 | 12 | 12 |
Japan | 12 | 12 | 12 | 12 |
Russia | 12 | 12 | 12 | 12 |
United States | 12 | 12 | 12 | 12 |
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You should understand how to increase your accrual rate at this point. At
the start of the game do not build an engineering bay, motor pool, or an
artillery bay, and do not build supply depots. In the first 5 minutes of the
game these types of building do not, in any way, help a player increase their
money accrual rate. Instead, build at least 2 HQs (with the caveat of a
playing a 1vs1 on a 320x320 map – see Rushing for more information) to start.
2 HQs will increase your money accrual rate by at least $50 per minute ($60
if you are America and build standard Infantry HQs). Increasing your money
accrual rate at the onset of the game is key to obtaining an economic
advantage, which in turn, is key to winning.
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Oil & Ammo Management
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Never let your oil/ammo go red. For every point of oil or ammo that is in
the red, there is a $3 deduction in accrual rate. Thus if whilst playing,
your ammo is -5, and your oil is -10, then over 3 minutes, that’s a loss of
$135 (-$45 per minute). Many new players make the mistake of building units
and not watching their ammo/oil supply. Do not lose money unnecessarily.
Anything that hampers your money accrual rate decreases your chances of
winning. Remember, an economic victory increases the odds of a military
victory.
A player should also be aware of the amount of ammo/oil that a building
contributes to their economy. Figure 2.1 C and Figure 2.1 D, found below,
outline the various ammo/oil contributions on a per HQ basis.
Figure 2.1 C – Ammo Generated Per HQ
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Country | Infantry HQ | Airborne HQ | Mechanized HQ | Tank HQ
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Germany | 10 | 10 | 10 | 10 |
Great Britain | 10 | 10 | 10 | 10 |
Japan | 10 | 10 | 10 | 10 |
Russia | 10 | 10 | 10 | 10 |
United States | 10 | 10 | 10 | 10 |
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Figure 2.1 D – Oil Generated Per HQ
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Country | Infantry HQ | Airborne HQ | Mechanized HQ | Tank HQ
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Germany | 5 | 0 | 10 | 15 |
Great Britain | 5 | 0 | 10 | 15 |
Japan | 5 | 0 | 10 | 15 |
Russia | 5 | 0 | 10 | 15 |
United States | 5 | 0 | 10 | 15 |
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Written by : Valdarez
Courtesy of: The Triple Threat Clan
Website:
http://www.triplethreatclan.com