u/AntiMatter138

Does max sniper endless can surpass the max basic endless?

My basic is already maxed apart from useless rotation and projectile speed. Now I'm thinking to max the sniper since basic is weak against armored and healer which minigun is great but unfortunately the reload speed I can't even find t in endless research so I decided to go with sniper.

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u/AntiMatter138 — 13 days ago

The fastest way to farm bit dust is via mining and stockpiling resources a lot especially millions.

A high stockpile means higher amounts of bit dust to buy in the shop. So jacking up the mining speed of your miners is hugely recommended to exploit the market's best offers. Still do not buy bit dust with accelerators, use the ore and green papers instead.

Forget the 6.3 and bit dust map bonus. Just go with the resource bonus map with the lowest ore you have. Have a basic rico exp 100 handing everything with 10-15 overload in difficulty 150. Then upgrade the specific miners with the bonus ore.

Recommended gameplay time (game time not real time) is 1:00:00 since the market restock every 1 game hour. 1h game time is equivalent to 15m real time. Then enjoy the 1000 bit dust offers with 1M of resources you have.

Bare minimum is having max basic ricochet chance and exp and after that focus on the mining speed and overloads to stock your resources to millions. If not then farm in 6.3 for a while.

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u/AntiMatter138 — 15 days ago

99% Ricochet chance of basic with lesser endless research is freaking insane

I got to wave 200+ and died at 233 with this setup 🤣

u/AntiMatter138 — 17 days ago

Finished the Pales in turn 8. Gotta lock in serious

Now my focus is forming a stratocracy and hoping that all houses will be happy with Romus marrying Luce and Vina Sazon marrying Manus.

I did the welfare stuff surprisingly so it was easy to manage but I cannot have happy Dastnurists due to NW tax since I have a lot of expenditures draining my budget.

u/AntiMatter138 — 20 days ago

Where did the Pales air base between Arces and Ziques go?

I remember there is an air base between these two cities

u/AntiMatter138 — 20 days ago

Worst unit to produce/import then train these units in Rizia-Pales war runs? (Aside infantry)

Universal: Need manpower and equipment

Support: Need 50 support. Support factory produces +75pt (per turn), upgrade +75pt, military investment (turn 8) +50pt.

Tank: Need 10 support and 25 tank. Tank factory produces +75pt, upgrade +50pt, military investment +50pt.

Ship: Need 3 ship. Monqiz produces +1pt, shipbuilding (turn 8) +1pt, Fort Ales +1pt.

Sub: Need 3 sub. Monqiz produces +1pt, shipbuilding +1pt.

Fighters: Need 50 support. Fighter jet factory produces +25pt, upgrade +25pt.

Bombers: Need 30 support. Bomber plane factory produces +25pt, upgrade +50pt.

View Poll

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u/AntiMatter138 — 22 days ago

If there is a budget boost in Rizia where they can exceed the budget cap which of these are the most helpful?

Most people say the early game budget is the best. Lets see if this is the case here. Let's say the budget boost is only one time and you need to only choose one of these.

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u/AntiMatter138 — 24 days ago

Is it worth it to upgrade green paper bonus (prestige tree)?

I think it snowballs at each other, the more green paper bonus is, the faster it is to afford the prestige bonus.

The thing is it costs tickets and I think the same with loot frequency and rarity which is more important. So spending in GP bonus will slow the LF and LR grind.

u/AntiMatter138 — 25 days ago

Is it worth it to maximize crafting price reduction research to craft infiar tiles?

I probably regret it, only worth it for blueprints and level 3 is enough to unlock loot rarity top right. The main issue is the green papers it's too expensive to craft tensor and infiar tiles.

Infiar tiles are way better in prestige tickets than tensor tiles. So I decided to reduce the crafting prices but still not enough to afford all infiar tiles.

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u/AntiMatter138 — 1 month ago

Why the loot is getting lesser despite thousands of enemies spawning?

Also what is the best time to end the game to maximize loot per time especially the legendary ones.

u/AntiMatter138 — 1 month ago

How many times you screw Lespia in average? (Read the description first)

A: Buying the whole Aureus gas field (2 points). Arbitration win (1 point). Lespia Aureus deal (0 points). Cede Aureus (-1 point)

B: Allowing Malenyevist propaganda (1 point). Ignore (0 points). Ban (-1 point)

C: MITZ nationalization (1 point). MITZ change but no nationalization (0 points). MITZ no change (-1 point).

D: Remove Lespia MITZ share (1 point). Keep Lespia MITZ share (0 points). Increase Lespia MITZ share (-1 point).

E: Release the evidence (1 point). Blackmail Lespia but no reveal of Zille bombing to the world (0 points). No evidence leverage (-1 point).

F: MITZ change in turn 9 proceeded without Lespia shares (1 point). Keep Lespia shares (0 points). Increase Lespia shares (-1 point). Trolling Morella in MITZ vote finalization without Lespia shares (-2 points).

G: Blaming Lespia for false flag (1 point).

H: Lespia import energy deal (-1 point). One time purchase (0 points). Lease Caleqabiz (-1 point).

Total of 8 to -10 screw Lespia points.

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u/AntiMatter138 — 1 month ago

For normal halfway research it seems the best way to grind ores is via spamming level 0 miners with 1 mining modifier

Go with a map with bonus resources even if they really sucks. Then place a level 5 minigun or flamethrower in bonus tile or damage/attack speed/power tile if none. After that spam miners with a specific ore you want while your early minigun or flamethrower accumulates your x2 bonus. After you have done all miners spamming, you only need to survive, jack up your early minigun/flamethrower to max level, place flamethrower/minigun, sniper, freezing, and crusher for further survival. You can end the game after you cannot accumulate the x2 bonus anymore. After the game you end up from ~10000 Scalar to ~5000 Infiar, without x2 resources benefit and watching ads so you can add it further. One day I got up to 15000 Infiar with x2 bonus and watched ads in 3.1 level x4 Infiar bonus.

You can upgrade miners to level 1 and and another mining modifier if you are confident to survive in early game.

Recommended research are: max or high interval wave, forced wave bonus, damage and attack speed for minigun and flamethrower, mining speed, and mining modifier mining bonus.

This is due to cost efficiency and availability early on, unlike the level 5 miner with a surrounding mining modifier it costs ~5000 to 10000 gold total and you need bounty to survive also it mines like ~30ores per minute which is underwhelming. Spamming level 0 miners with 1 mining modifier partner cost ~2000 to 4000 gold total each miner mines ~10 ores per minute while being cheap especially the first. Recommended is up to 4th miner and mining modifier, 5th is too expensive and you need to focus on your early towers since it will be overwhelmed later on.

Note that this is for filling up the normal research and cannot handle the 10 overload strategy. So in endless other mining strategy may be better than this.

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u/AntiMatter138 — 1 month ago

Rizia economic and welfare guide

I decided to make this after I played about 50 times of Rizia starting June 2025, 90%-10% Rizia-Sordland save slots I have. Some of early runs I restarted due to disaster and try to minmax it and optimal as possible.

Situation and modifier guide: https://www.reddit.com/r/suzerain/s/3LqFaU76fZ

  1. Early Game Decrees (Turn 1-4):

The best decrees in early game is the high return of investment such as expansion of administration, equipment, Monqiz, excavation, sanctuaries, dam, gas field. Early game tax is recommended in easy, optional in normal, and not recommended in hard. Same as geological survey.

  1. Mid Game Decrees (5-7):

In the mid game this is where you sign any decrees to get essential green modifiers such as massive rise in the new businesses and high production that need time to get. Turn 5 and 6 is the recommended turn to sign heavy and consumer factories. In war runs this is where you have to sign the academy and logistics hub to get extra 2 action points but if you are experienced enough, better to focus on the economy.

  1. Late Game Decrees (8-11):

Late game is where you have return of investment from early game decrees, you should have high storage of equipment, support, ship, and sub to sell or reach overwhelming PP if you want. With high authority from happy religious groups and further expanded admin, your authority can tank the costs. Also you should have massive rise in the new businesses and begin to sign welfare in this turn to avoid radicalism.

  1. Economic checks (6, 8, 10):

There are 3 economic checks and you need to pass atleast higher than the previous to prevent business exodus and drainage of income tax. Generally you need to reach average in turn 6, and high in turn 8. Economic check in turn 10 doesn't matter since you need to stabilize in turn 8 with high economy and welfare. All you have to worry in turn 10 is the coup check where you need to centralize unless all the houses are happy which is based on fully paid provincial taxes (+2Bpt, green) and no drastic political path such as radical reform or absolutism.

You begin with -1 production, NOT 0. So you need 5 production points gained in turn 6 to get average production and increase your income tax passively. Note that the full worker rights from HOD meeting in turn 4or the decree will decrease your production by -1.

  1. How production works

Generic rule is '-Ept = production point', but there is several exceptions. A. Heavy factory gives +3 despite costing -2Ept, B. Upgrading any military factory doesn't add any production points. C. Romus Toras University give +1 despite no -Ept. You need to get average in turn 6 since it gives +2 for average production from -2 for low production (starting default), it's a 4 economic growth difference, and high in turn 8 since this is the turn where there is a extra popup about additional economic industries that gives +2 or +3 production (pharma or renewable is the best to choose). +2: pharma, renewable, steel. +3: military, shipbuilding.

  1. When to sign factories, and best format for high production (=>11 points)

I separate to 2 production phases

Low -> Average in turn 6 deadline (+5 production gain needed)

Equipment (+1), support (+1), Monqiz (+2), Topes consumer (+1). You need to sign military factories ASAP to accumulate their stuff in the late game. Topes sign can wait until turn 4, earlier is just a waste of energy.

Average -> High in turn 8 deadline (+7 production gain needed)

Sallabes consumer (+1), Havas consumer (+1), Valenqir heavy (+3), RT University (+1), pharma/renewable (+2), full worker rights act (-1). Rusty alliance.

Or

Sallabes consumer (+1), Havas consumer (+1), fighter (+2), RT university (+1), pharma/renewable (+2), RRG nationalization (+1), RRG worker shares (+1), full worker rights act (-1). Skip the university if you want RRG shares to workers. Rusty arrested.

Sign the heavy in turn 5, consumer and university in turn 6. Alternatively nationalize RRG (+1), and worker RRG shares (+1), gives production so you can skip the sign heavy industry in turn 5 and go with fighter factory (+2). If you want to nationalize RRGand get rid of Rusty, do not use force (-4 probusiness, -3A), instead just buy the shares (-3 probusiness, -3B)

  1. Energy management and how to avoid energy crisis:

Best way to avoid energy crisis is to sign the dam and gas field as soon as possible. Also you can predict your energy in turn 11 or 10 if reformist to know if you get the crisis.

Net energy in T10, for example:

'Rizian energy industry' default (+18), Starting (+8), dam (+15), privatize welfare (+9), Nelvisar (+1), gas field (+10), Esqiris default (+9), Wehlen oil (+15), large GASOM (+11), arbitration (+16), Bronaz (+3), Lespia (+2), renewables (+2).

'Industrial production' default (-9), 'GRACE energy contribution' default (-9), two expand admin (-3), equipment upgrade turn 4 (-13), support (-6), Monqiz (-10), Rumburg full export (-17), three consumers (-8), heightened consumption (-6), public transportation (-2), Vendonesam (-1), additional GRACE export (-2), Morella (-9), Derdia (-4), selling in decrees without authority cost (-12).

Make sure you need to know when you sign it, when it 'naturally occurs', energy per turn, and how much the gain or cost.

Now add and subtract them in respective of their sign.

Total: +12 (+1Ept) in turn 10 which is safe.

  1. Best energy format. With mid profit and energy stability.

Generally skip the Morella and Lespia energy deals since they have horrible budget energy ratio. If you want to remove the removed ATO trade then go with full Lespia import it will make it -4Bpt instead of -3Bpt but with +2Ept and additional relation point.

Dam (sign in turn 1), welfare privatization (1), equipment (1) Esqiris (2), support (2), Monqiz (2), Topes consumer (4) storage (6), Havas and Sallabes (6), fighter/Fort Ales/university (6), public trasportation (9), arbitration, Rumburg full export, Wehlen oil import, large GASOM, Derdia export, additional GRACE export.

Make sure the non military industry coincide with economic growth check (6, 8, 10), they only give flat production point gain and it never accumulates like the military industries.

  1. What is probusiness and is it worth it?

Probusiness is from signing capitalist decrees but ironically can't gain from industrialization decrees except the energy subsidies. Mid probusiness (1-9) is very worth it, high probusiness (>10) is very costly with little gain, low probusiness (<0) you must avoid it since it reduces budget per turn.

15 probusiness gives you +4Bpt 'business influx'. But it is very costly to reach and generally you need to get somewhere 0 to +2Bpt business influx just to maintain the business confidence.

The essential probusiness decrees are welfare privatization (+3), privatize crown lands (+2), and stock exchange (+2). Stock exchange gives +12B max in Intermerkopum runs, but +4 in GRACE runs, still very worth to sign it every time in the start of turn 8.

Some welfare decrees decrease probusiness like increase health and education (-2), partial or full worker rights act (-1/-2), tenant protection (-1), permanent work permit (-2), still you need to sign it to prevent revolution but in the start of turn 8 since it is very costly if early. All of these are essential stability wise except the permanent work permit. Nationalizing RRG costs -3 if bought the shares, -4 if raided in force. You must go with buying the shares to minimize damage.

Getting high probusiness is little benefit with high cost

Energy subsidies for the industries (+4) which loss of -4Ept so you will get ~1.06Bpt business influx with -4Ept B/E ratio. Even Morella export have better B/E ratio. Tax credits for the business (+2) which loss of -2Bpt and -1Ept you will get ~+0.53Bpt, and with -2Bpt cost it nets about -1.47Bpt and -1Ept. If you want to sign it, better to sign it in turn 10 since it is the end game and make sure you have +5Ept or higher to prevent energy crisis.

High probusiness runs is only worth it in radical reform for Rusty alliance, Intermerkopum to cancel GRACE export deals and no energy export except Rumburg in turn 3 to hoard energy. To get 'Economic Wonder of South Merkopa' you may need to spare Rusty and have high probusiness of (=>15). Simply sign the energy subsidies and tax credits in turn 10 then ally or spare with Rusty to get his Palantor. You can skip welfare for the entire run but it's very risky due to instability

  1. How to get high welfare and to avoid business exodus.

Welfare are simply 'late essentials' the most recommended turn to sign welfare decrees is in start of turn 8 where radicalism check in the mid of turn 8. First of all never sign any welfare until you get the 'massive rise of the new business' which is generally in turn 8 to get after you get high production if lucky earlier in turn 7 if you did not agree to Morella and Derdia export due to self sufficiency adding with economic growth. Some welfare decrees decreases economic growth and probusiness.

To get 'Golden Age of Rizia' achievement you need 'strong welfare', 'great living standards and good worker rights', 'massive rise of the new businesses' and no instability like revolution in turn 9 due to weak welfare or economy.

To get the strong welfare you need these 4 decrees: increase health and education, full worker rights, housing for the poor, and tenant protection. To get great living standards just ride along with economy and welfare you will get it in turn 9 after the MITZ finalization meeting. To get great good worker rights you need to change the MITZ, full worker rights, and any pro foreigner decrees, one of the most recommended is the naturalization since there is no reduction of economic growth from labor lands or probusiness from work permits (great worker rights is probably not possible and a typo). Massive rise of the new business due to high production, mostly just ride along with it. No instability by simply having essential welfare and strong economy in turn 8.

Never ever disperse any protests even if you intended to get strong economy and welfare in turn 8, people can radicalize due to police violence.

Avoiding business exodus is by simply signing capitalist decrees in the early game and in the early game just avoid welfare for now. In the late game generally in turn 8, when you have strong economy due to high production this is where you can sign welfare decrees since they can tank the cost.

  1. Taxes and when to sign it

In easy go wild for it due to high authority per turn you can legalize drugs since in easy you will get additional religious opinion. In normal some of them are worth it. In hard only the income tax is worth it and optimally sign it in turn 6 due to limited authority in the early game.

Even in hard mode and late game, just don't sign the non Wruhecist tax and inheritance tax due to fragile relation points from Dastnurists and noble houses. It may be more harmful to tax them than to stay them happy, slightly above the required threshold.

  1. Geological survey and the math behind it

Easy, very worth it. Normal, it depends. Hard, avoid it.

It nets 0B, and 16E in turn 11, with -6A, -12B cost total. Assuming you sign all 4 decrees as soon as possible. Dam and gas field have way better ratio than geo survey. Plus in turn 3 you have limited resources, better to sign 6 sanctuaries to make Wruhecists and Dastnurists happy than geo survey. Happy Wruhecusts and Dastnurists gives +5Apt and +2Bpt total while the geo survey only gives +2Bpt and +3Ept.

Rizia mechanics is mostly for return of investment and opportunity cost. So timing when to sign, must to, and avoid to, is essential to ensure smooth gameplay.

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u/AntiMatter138 — 2 months ago