Earth 2025 country Starting Strategy




Story By: Fingolfin -- Posted On: 8/15/00
First of all, let me be clear that by far the best starting strategy is as
an industrialist. To try to start as a casher, farmer or techer is possible,
but will not get you anywhere near the top at the beginning. While it is
possible to catch up later on, especially with the higher military
expenses at higher NW, you will be more effective for yourself if you
start out strong rather than struggling to catch up.
Second, let me say that there are several ways to do a good
industrialist start. Is there a BEST way? Possibly, but even so it is not
going to be significantly better than some other variations on the
theme. So whatever government you start with and whether you
alternate building industry for 2 turns and Construction Sites for 12, or

industry for 1 turn and CS for 4, if you follow the general patterns

found below, you will get off to a rousing start.

Third, let me lay out the basic principles of the fast Industrialist start:

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you start by choosing your government, selling your troops, and

producing 100% spiesthe only buildings you construct are industry, construction sites and an

occasional farm to get the cash you need, you manufacture spies and sell them

regularly on the private market you concentrate on developing the land you have rather than getting

as much as you can you want to use the majority of your turns building construction sites

around turn 65 you produce 100% jets/turrets to put on the public market when you come out of protection

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Fourth, here are the general goals for your first 107 turns:

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350-400 acres

76 construction sites

252 industrial complexes (possibly with 10-15 farms)

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Step By Step Processes You Can Use for the First 100 Turns:

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My best Communist Starting Strategy:

(pay attention to the order, it may surprise you in places)

Sell your initial 100 troops, set production to 100% spies and tax rate

to 35%.

Change government

Build 10 Industrial Sites (2 turns) Sell spies on the Private Market.

Build 4 turns of Construction Sites. Sell spies

Continue building 1 turn of Industrial buildings and 4 Construction

sites. sell spies at end of each 5 turn set (do 6 sets)

Explore 2 turns (38 turns)

Continue building 1 turn of Industrial buildings and 4 Construction

sites. sell spies at end of each 5 turn set (do 3 sets)

explore 4 turns. sell spies

Continue building 1 turn of Industrial buildings and 4 Construction

sites. sell spies at end of each 5 turn set (do 2 sets)

67 turns equals roughly 250 acres, with 131 industry and 48 CS.

Convert production to 100% Turrets or Jets (this is a personal

decision.)




Continue building 1 turn of Industrial buildings and 4 Construction site.

(2 sets)

Build on turn of farm/oil. You should be building 19 buildings a turn

now. i suggest 14/5 split and build 4 CS

Explore 5 turns (87 turns)

build 1 Industry and 4 CS (4 sets)

Welcome to turn 107. you should have 375 acres, 252 Industrial

building, 14 farms, 5 oil rigs, and 76 CS you should have 21,051 jets

or turrets

place 25% of your military on the market and wait for money. make

sure to put the military on the market $2 below the current price.

Government Note: This starting strat works for ALL governement types.

There could be some slight variation on this due to government

bonuses. However I don't want to write each and every turn down for

each government type.

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Some additional considerations:

Attack Readiness: If it is the same as in the past, readiness does not

increase on day 1, but stays at 0%. It is not until the second (or third)

day of the reset that readiness increases 2% per turn. If this is the

case, then don't play all your turns as you get them, but play only a

few the first day, and save the rest for the following day. Once you see

readiness increasing, go ahead and play your turns as fast as you like.

Don't worry, it won't prevent you from getting all your turns or even

coming out of protection the same time as everyone else. What it will

do is make sure you are prepared for either offense or defense when

you come out of protection.

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Efficiency vs Time: It is most efficient to sell spies every turn during

your first 75 turns, but most people don't have the time. You should

do it at least every 5, and when you are beginning to produce more, it

is helpful to do it more often. When I am in the pattern of explore for

1 and then build for 4 turns i sell at end of every set.