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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.


RankProvince NameNetworth
1 Steel Fury 9276226
2 MidgetUniverse 8316935
3 Raw Messiah 7459715
4 Democles 6878939
5 BrutalDeluxe 6627535
6 Midgetlands 6484775
7 Legend 4162657
8 ZeroProvince 4104860
9 Super Nashwan 2480012
10 LethalFormula 1986999
11 fatal_justice 1772861
12 violentdesire 1138314
13 Rage2000 549927
14 Ecksessive 481907
15 alberta 429069