Another Earth 2025 country startup




This is the strat I use and the way I play. Because it works for me doesn't necessarily mean it will work for you. It relies quite a bit on standard grabbing techniques etc, so following this paper alone will not get you the NW you desire.

->Earth 2025 country Startup:
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First 100 turns is pretty simple and standard, and takes the soft option.

1) Start by selling 100 troops, changing gov to commie, switching your prod to 100% spies, and setting tax rate to 35-36%.
2) Build 20 CS.
3) Build what should be 10 Ind.
4) Until you have played 65 turns follow this pattern:
a) Build 4 CS.
b) If you don't have enough land for a round of ind building, explore.
c) Build 1 turn of ind (maybe a farm or two in there if you are getting low)
d) If you don't have enough land for 4 CS Explore.
e) Sell all your spies.
f) Go back to a)
I don't like to be overly pedantic with spies, however, you may want to


5) You've reach turn 65 or thereabouts, now is the preparation for the build. So there is a new chart, which will last ONLY until turn 75.
a) If you don't have the land for a turn of ind, explore.
b) Build a turn of ind (throw 1 rig in each build in this section, and also keep your food going with the odd couple of farms)
c) sell spies.
d) go back to a)

6) You've reached turn 75, now change your production to 100% turrets, and follow this pattern until you reach turn 100:
a) if you dont have the land for a turn of ind explore
b) if you dont have the money for a turn of ind build 4 CS and return to a)
c) build a turn of ind, return to a) (remember the farms hehe)
7) youve reached turn 100, and I really find it important to TRY and be online as close to the time you reach 100 turns as possible, you dont want to have your original sale have to fund 75 turns the day after, so if you miss 3 turns or so getting on, I'd still do it.
You 'should' have ~20k turrets at this stage, if you dont, follow the steps from 6 until you do, then sell 1/4 of them on the market. Ask a vet around what price you should go for if you aren't sure.

-> Expansion
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Next 100 turns is preparing your forces, and maybe throwing in the odd grab.

1) You should log in with money from your sales, set your production to 7% spies, 93% turrets, and follow the standard pattern until you reach 20k turrets again:
a) if you dont have the land for a turn of ind explore
b) if you dont have the money for a turn of ind build 4 CS and return to a)
c) build a turn of ind, return to a) (remembering farms)
2) Now you have your turrets so switch to 93% jets, 7% spies, and work your way up using the same build to 10k jets.
 

This is the basic start, and now is where it becomes up to you.
I'll show the pattern I use:
a) set production to 93% jets, 7% spies (i go bak to 5% spies after a few days)
b) Search for a grab (early on, people on your scores with a LOT more land than you are very good targets)
A little later search on GT for countries with 1/3rd to 1/2 your NW, and rank by fattest.
c) spy target, if good PS target (use your allies jets sensibly)
d) build on your land
e) if you are further than 1/2 way through your turns, switch to turrets instead of jets
f) if you have more than 12 turns left return to b)
g) finish your turns with at LEAST 8 CS
h) sell 1/4 of your turrets, and jets on the market.
i) log out.

-> Further on in the game:
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Start buying your tech when it drops sufficiently and you have spare cash, get your ind to 130% and weapons to 140% asap, before bothereing with other techs, keep them there daily.
Next techs are bus,ent,SDI,mil, pick up cheap stuff if you can of anything, and think of what you need most, missile protection or money?
Don't stop expanding, ever...you will have to start bottomfeeding very low later in the game.

-> Golden Rules:
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Never send more than 3/4 of your jets out on PS, and try to leave some more than that for allies.
Buy some tanks with your selling profits, or switch to tanks the last couple of turns you play, you will need them.
If you aren't sure about something, ask