Strategy introduction
Midgets at War is a free browser strategy war game. It is turn based and turns are
distributed each hour. The game is a mixture of a classical war game and civilization.
You create your own province and compete against others to reach the top of the
food chain. Since you may choose freely in field such as building your lands, research
science, government, production output and more the number of strategies seems endless
and only your imagination of what might work or not will set the limit. Some standard
strategies are posted further below that are recommended to read for new players.
Strategy: Science God.
Main objective is to produce enormous quantities of
science not only making your province superior in each field but also enable
enough surplus to sell on the global market to fund your other purchases since you
will hardly produce any
units of your own.
Preferred government:
Technocracy
Build:
Go for as many labs as possible, and try get in a few construction yards now and
then to minimize time in the future spent on building. If you can build more buildings
per turns, this will later on free up turns for extra
attacks and more turns spent on "focused research".
Problems:
Early problems will be a slow expansion due to low amount of cash since you will
have nothing to sell on the
local market and you will also earn very small amounts of cash on your population
and build. If short on cash consider building construction sites since they will
be most useful later in game.
Recommendations:
In early game set the few factories you own to produce only defensive units, don’t
think about attacking because you will be the target in case you manage to get your
province land fat and draw the early commie war mongers attention.
Later in the game when you managed to get some cash and can buy your units set the
factories to produce 100% spies since that unit can’t be bought and that may be
a weak spot for you later on even with maxed science.
Early game concentrate on weapons and industrial science and try to sell this on
the market to the commies, weapon science is also extremely useful for your own
province since it helps boost the little defiance you have and might cause your
opponents to think that you are weaker then you are if they just look at your number
of units.
Residential and business science will be bought by the provinces running cash strategy.
Sell of science and us the cash to buy whatever units you need, decide if you intend
to explore or attack for your acres. If only exploring don’t waste any money on
jets since it’s an offensive unit only.
Strategy: War Monger.
Main objective is to produce enormous quantities of units in your own factories,
hopefully enough to enable quick expansion with attacks.
Preferred government:
Communism
Build:
Go for as many factories as possible, and try get in a few construction yards now
and then to minimize time in the future spent on building. If you can build more
buildings per turns, this will later on free up turns for extra attacks and even
faster growth.
Problems:
Cash will be a problem especially later in game when upkeep costs will be rising
through the roof, but you will also need huge amounts to build all lands after attacks.
Solution to this is to sell of a small part of what you produce at the global market
to fund your expansion.
Recommendations:
Make sure that you have large stocks of food especially later on when your province
is larger, buy what you can get from the market at the right price.
Buy science with spare cash, main science slot should be factory output.
Strategy: Cash Is King.
Main objective is to produce enormous quantities of cash on your own and buying
whatever you need from the market.
Preferred government:
Democracy
Build:
Go for as many enterprise zones and residence areas as possible, and try get in
a few construction yards now and then to minimize time in the future spent on building.
If you can build more buildings per turns, this will later on free up turns for
extra exploring.
Problems:
You will be weak early until you start making the big bucks and can buy anything
you desire from the market. Cash is King Strategy is usually played as a defensive
explorer strategy where you concentrate on defense and slow and steady growth of
your acres. However if you manage to grow big enough you will be able to purchase
huge amounts of troops each turn and if you desire you could just buy yourself an
offensive power and start attacking.
Recommendations:
In early game set the few factories you own to produce only defensive units, don’t
think about attacking because you will be the target in case you manage to get your
province land fat and draw the early commie war mongers attention. Try to buy science
with spare cash to start increasing your effectiveness but make sure to have a solid
defense before spending cash on luxuries.