Earth 2025 Advanced Industrialist Tournament strat turn school

by

OBSIDIAN



 

DAY #1 turns 1-62

LOOK here as soon as the Earth 2025 Server  resets for the all NEW
"Tournament Industrialist"
Advanced School for Earth 2025 players. Start date on or about 1/1/2000.


Country setup

1. Change to communism
2. Set tax rate to 36% - 40%
3. set military production to 100% spies
4. Sell your 100 troops on the purchase menu

DO NOT forget to do the above 4 steps BEFORE
you start taking ANY turns.


Turns 
What to do
Other info
 Non turn move  Get your 7 free turns, your 3 "go to turns" and  3 "ad turns" also get your 1 hunger turn. This game has just started 75 minutes ago, Current Time: 01/01/2000  01:15:34 game time and I already have 10 turns!  Patel changes the free turn program from time to time. The amount of free turns you can get may change, however the main point is GET them no matter how many you can get!
 HINT  Sine in the game ASAP after it starts. That will start the 18 hour login clock for your 6 other free turns.. If you sine in the game as soon as it starts 18 hours later you got 6 free turns. Patel would have you believe you can start almost 2 days from now and get the same amount of turns as everyone else. That is just not SO, you lose at least 13 turns if you start 24 hours after the game begins.

  I am going to take my 10 turns and setup my country then log off for 18 hours. After 18 hours I will return and finnish playing the days worth of turns. Staying logged out for your 18 hours "to earn your 6 free turns" each day within the first 7 days of play is in your very BEST interests.

 Your main goal at this point in the game should be to build up as much land as you can as Industry and construction sites.
  Over the next 6 to 8 days we will want at the very least 120 construction sites, 150 to 180 is better. 
 Non turn move  You've sold 100 Troops.
                This generated $3000 in new funds for your country! 
 
 1-3 Build Industry 3 full turns.
 You constructed 15 Industrial Complexes.
 This consumed $27,000 and 3 turns
Population Loss: 31 people. You produced 15 Spies.
Note the loss of population. This is normal because of the tax hike to 36%
 4   Build one turn of Industry.
You constructed 5 Industrial Complexes.
This consumed $9000 and 1 turns. 
 Note, I can ONLY build one full turn worth of buildings.
  I can build 5 buildings a turn yet I could only afford 9 buildings.  So Build 5 NOT 9! 
 5   Again build one turn of industrial Complexes.
You constructed 5 Industrial Complexes.
This consumed $9000 and 1 turns. 
 
 NON turn move   Sell ALL your spies

You've sold 75 Spies. This generated $9000 in new funds for your country! 

 
 6-10  Build construction sites.
You constructed 5 Construction Sites.
This consumed $9000 and 5 turns. 
 
 Non turn move  Currently I am in 6th place but Now I will sell  spies again and will drop down the ranks some. The more often you sell your spies in the start the better off you are, and the more cash you end up with over all.

You've sold 125 Spies. This generated $15,000 in new funds for your country!

I still ended up in TOP 10 RANKS,  9th place in fact after the spy sell off. Making this rank early in the game is EASY, keeping it is the hard part :}


See ya in about 18 hours..
 HINT

Ally overview

  formal Alliances of any kind are NOT needed yet and are a total waste of cash right now. GDI at this point is just plain stupid! Personally I believe GDI to be a fairies game:} You will however want to start finding allies for later on. you can send alliance deals out now, but make sure all involved know not to TAKE the alliance deal till you both have played at least 200 turns.. That's right 200 turns! you will be all defensive till then anyway or SHOULD BE! At 200 turns take DEfensive alliances ONLY and offensive alliances only when you see countries {ATTACK ABLE} by you with more than 2200 land.. It is a total waste of military and turns to attack a target under 2000 land. So therefore its also a waste of cash to have offensive allies before you can attack countries with 2200 or more land and WIN.

As to tech allies  its WAY to soon for that! if you like to produce tech wait.
 Personally I would never use a turn to produce tech unless I could produce at LEAST 350 points a TURN, 1000 points a turn is much better however this game is to short for that.  Having Tech allies before that time is also a waste of money.. However if you get an offer from a country that can produce many points a turn {Over 350} yet you produce NONE, GRAB THE OFFER!!!  Its called tech freeloading :} and is a whole strat in itself. If freeloading tech is your bag you should have a good tech level of each type of tech you are freeloading.. In other words if your tech ally researches Food and industry tech Mainly, you yourself should have at LEAST 10k tech each of Food and Industry to maximize your freeloading ability.

 A MUST know to maximize your allied POWER "offensive and defensive"!!!!!
  If you have 1 mil troops "ONLY" and your defensive ally has
1 mil turrets "ONLY" you get ZERO protection form your defensive ally!!!!!! You Only get a percentage of the SAME type military that you each have in common! In other words if you are a tank man or troop man you should find other players that share your military interests. Find defensive and offensive allies that have about the same amount of EACH type of military..

When looking for offensive allies the amount of turrets your offensive ally has is NO help to you in any way shape or form. Turrets are defensive military ONLY!

When looking for defensive allies the amount of JETS your defensive ally has is in NO way any help to you either. Jets are offensive military ONLY!

 11-17  Build 7 construction sites
You constructed 7 Construction Sites. This consumed $12,600 and 7 turns. 
 
 Non turn move  SELL all your spies using the purchase menu!
You've sold 175 Spies. This generated $21,000 in new funds for your country! 
 
 18-22 Build 5 turns of industrial Complexes.
You constructed 40 Industrial Complexes. This consumed $72,000 and 5 turns.

  Tax Revenue: $4112
  Expenses: $526
  Net Change:  $+3586
  Food Produced: 92 bushels
  Food Consumed: 175 bushels 
  Net Change:   -83 bushels 
  Population Gain: 0 people.
  You produced 65 Spies. 

 Note, you should start to lose food at this point, do NOT worry about it yet!!

As the leader of your country you need to  master the art of feeding your people with as little food on hand as possible, at least for NOW.
 

 23  Build 1 turn of industrial Complexes.
You constructed 8 Industrial Complexes.
 This consumed $14,400 and 1 turns. 
 
 Non turn move  Sell all your spies once again..
You've sold 318 Spies. This generated $38,160 in new funds for your country! 
 
 24-31  Build 8 construction sites.
You constructed 8 Construction Sites.
This consumed $14,400 and 8 turns. 
 
 non turn move  Sell all spies.
You've sold 584 Spies. This generated $70,080 in new funds for your country! 
 
 32-35 Build 4 construction sites.
You constructed 4 Construction Sites. This consumed $7200 and 4 turns. 
 
 36  Explore ONE turn.
You discovered 23 new acres of land in 1 turns. 
 
 37  Build one turn of Industrial Complexes.
You constructed 11 Industrial Complexes.
 This consumed $20,559 and 1 turns. 
 
 38 Now build ONE turn of FARMS.
You constructed 11 Farms.
This consumed $20,559 and 1 turns. 
 Note, I ONLY had 456 food left when I build a turns worth of farms..
 Spies = Cash right now for building.
you need to produce spies, NOT food for as many turns as possible!
 39  Explore ONE turn.
You discovered 27 new acres of land in 1 turns. 
 
 40-41 build 2 turns of Industrial Complexes.
You constructed 22 Industrial Complexes. This consumed $42,900 and 2 turns.
 
 NON turn move  Sell all spies!
You've sold 818 Spies. This generated $98,160 in new funds for your country! 
 
42-49 Build 8 construction sites.
You constructed 8 Construction Sites. This consumed $15,600 and 8 turns. 
 
50 Explore for land
You discovered 30 new acres of land in 1 turns. 
 
 51-52 Build 2 turns of  Industrial Complexes.
You constructed 26 Industrial Complexes. This consumed $53,040 and 2 turns. 
 
53 Explore one turn.
You discovered 25 new acres of land in 1 turns. 
 
54-55 Build 2 turns of  Industrial Complexes.
You constructed 26 Industrial Complexes. This consumed $54,990 and 2 turns. 
56 Explore one turn.
You discovered 26 new acres of land in 1 turns. 
 
57-58 build 2 turns of 26 Industrial Complexes.
You constructed 26 Industrial Complexes. This consumed $57,018 and 2 turns. 
 
59-62 Build 4 construction sites.
You constructed 4 Construction Sites. This consumed $8772 and 4 turns.