Earth 2025 farm country start-up
Turn 0, stay MONARCHY, tax rate 35%, production 100% spies, sell
100 troops.
Turn 1-28 build CS.
turn 29-30 (build 12 industry+sell spies)
turn 31 explore + sell spies (sell spies after each turn played...)
turn 32-34 (build industry)
turn 35 (explore)
turn 36-43 (build industry,build CS) shift between them like this,
so
you build 4 cs in all)
turn 44 (build industry)
turn 45 (explore)
turn 46-47 (build industry) you should be able to build 13 industry
pr turn.
turn 48 (explore)
turn 49-50 (build industry)
turn 51 (explore)
turn 52 (build industry)
turn 53 (explore)
turn 54-56 (build industry)
turn 57 (explore)
turn 58 (build industry)
turn 59 (explore)
turn 60-61 (build industry)
turn 62 (explore)
turn 63 (build industry)
turn 64 (explore)
turn 65-66 (build industry)
turn 67 (explore)
turn 68-69 (build industry)
turn 70 (explore)
turn 71 (build 13 farms)
turn 72 (change production to 100% jets, build industry)
turn 73-87 (build indust+explore when needed)
turn 88-100(build indust, CS when no cash and explore when
needed)
After turn 100, sell the max number of jets possible on the public
market.
Once your jets sell, switch to 65% jets, 35% turrets. At the end of each
day's turns sell as much of each as you can so you will have cash to build the
next day.
explore for land until you have 1k acres of land... and then start landgrabbing...
a good idea would be to save your scores
sheets from when you are 150k nw until you are 220k nw... and landgrab off of
those sheets.
Once you hit about 500k nw, switch to 60% jets, 30% turets, 5% tanks and
5% spies... don't produce troops... just make an odd turn of 100% troops on your
sale turn each day, leave your production at this level until the next stage of
your strategy
the basic formula for early game landgrabing goes as
follows, but is more than highly accurate when you have your offensive ally
slots filled:
[(target nw) - (target land*$165)]1.1
That will give you a very liberal estimation of their max TU's
Send in 1.1x their TU's and you should win just about every
land grab up until about 700k nw...
After that try to get spy ops on all of your landgrabs.
At this point do 6 to 7 people that have a little more than
1/3 of your nw with alot of land. You will get 5% of their land if they are 1/3+
your nw, but only 3% of their land if they are below 1/3 your nw.
Another way to landgrab is to hit 10 to 12 people that are 1/6 and less
your nw. This yields the same land, and lessens the possibility of a retal (look
at my bottomfeeding 101 thread)
Once you get to about 2.5-3k acres, sell 1/4 of your jets/turrets. The
next day change production to about 40% spies, 30% jets, 30% turrets (depending
on your current spal you may not need that much spy production) spend most of
your turns building CS, but sell 1/4 of your jets/turrets again (you should have
about 70-80BPT now).
Change your buildings over to labs. To do this destroy one BPT worth of
indies and build one BPT worth of labs. Repeat this until ALL you have is 200
indies (approx, set Industrial Production to 100% spies, leave it there for the
rest of the reset), all your CS and reasearch labs.
It is VERY important to keep most of your
land as research labs (tech per turn is based on # of labs as well as the % of
land your labs occupy)
At this stage you will need to be looking for larger grabs (instead of
more smaller grabs) because you need to spend most of your turns teching.
I suggest out of 46 turns (if you log in once a day), spend 4-8 turns
grabbing (2-4 attacks which will net excellent land if you can find good
targets), build ALL research labs on that land. Then blow up ALL other building
types (except CS and 200 indies), build labs on that land. Tech for the rest of
your turns (minus 1), sell 1/4 of all your tech on the market.
Early on you should be researching mainly Business, Residential and
Weapons tech. Once you get to about 140% res/bus tech, start researching mainly
Agricultural and Weapons tech, with some Military, Medical, Spy and SDI.
Once you get to about 200% agri tech, and 145%+ weapons tech, stop
grabbing and save your tech sales (sell 1/4 of all tech except agri.) to make
the switch to Farmer.
Try to make the switch to farmer about 3 weeks into the reset (the food
price usually jumps to $5+ 4 weeks into the reset).
When you decide to switch you will most likely need 70+ turns to
complete the switch (you should have around ?6k? acres). To switch to farmer,
destroy ALL your labs, then build all farms on that land, keep around 200 indy
(for 100% spies).
Now you can go back to bottom feeding (again, read my Bottomfeeding 101
thread for tips). Because farmers gain very little by cashing, they can spend
litterally ALL their turns grabbing and building farms/CS.
With 46 turns, you should be spending them like this:
Grab (2 turns)
Build farms (1 turn)
-repeat 8-12 times
Now you will probably have some land left over (since you will be
grabbing around 250-300 acres, including buildings per attack, and your bpt will
be around 100 or so early on, you wont be able to build as fast as you grab) so
spend the rest of your turns building farms on any empty land. Then destroy any
other buildings (that aren't farms, CS or indy) and build farms on that land.
Then Build CS until you have 1 turn left, sell all your food. Buy tech
with any extra cash you have (keep your agri, weapons and _medical_ techs high).
A high medical tech will make a HUGE difference in the amount of military you
lose when you are attacking 10 times a day.
Keep bottom feeding like this until you get to about 40-50k acres (by
the time you hit that much land, grabbing isn't very worthwhile anymore).
When food jumps up to $7+ and you are making enough food to make $2B a
day, DO NOT buy military with all that money!
This is when you have to start seriously stockpiling, get $2B on hand,
and put all your food on for sale at $40 (so it won't sell, and so your food
doesn't decay when you take turns). Buying tech is also good for stockpiling (it
doesn't cost anything per turn, and you can easily dump it back off later in the
reset). Sell food for the going price only when you need money.
Keep in mind if you are bottom feeding like this strat outlines, you
SHOULD NOT need more than 4M jets, EVER.
--
Now when the end of the reset rolls around, change
to Theo, and sell your
stockpiled food/tech $2B dollars at a time, spend that money on military.
Stop taking turns when the amount of money you lose is greater than the
amount you make from the amount of food you produce every turn. Be careful to
always cash for a couple turns at a time, since it is VERY easy to miscalculate
and run out of food (I've done it at least 2 times this reset already). Also
make sure you have enough money to spend 1 turn (or 2 turns if you are selling
tech as well) putting goods on the market.
I suggest that you start dumping off food with about 2.5-3 weeks left in
the reset, since food prices are usually still very high at that time. Then once
your food/tech stockpile is gone (and you have a big nw, $80M plus at least)
since you are a theo you can resell your military for some more profit (make
sure you only sell $2B worth at a time though)