Another great Earth 2025 startup strat..


 

You can easily stay top 100 for the first 60% of 1a with this strat... so look at it

Turn 0, become Commie, tax rate 34%, 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)
 
x

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 for the reset of the game.
 
 

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.
 
 
 

Continue to Expand by landgrabbing and building on the first 3/4 of your turns and then building cs for the last 1/4 of your turns, until you get a bpt of 100 or so.
Attempt to landgrab at 1.5k to 2k acres a day.
 
 
 
 

**************

Rules for Running a Successful Indy Strat.
 

#1) No matter what! you must sell as many turrets and jets as you can on the public market.
 

#2) Only build Construction Sites and Industrial Complexes
 

#3) Tear down all buildings from landgrabs that are not industrial complexes
 

#4) All Indies lose money after about $1mil nw, SO DO NOT FREAK OUT ABOUT LOSING INCOME!%
 

#5) Buy industrial tech with all excess cash until you have 125% industrial tech.
 

#6) Once your indy tech is up to 125%, buy equal amounts of Business and Residential tech until those techs are up to 150%
 

#7) Then buy weapons tech until it is up to 130%
 

#8) Then buy SDI until it is up to 80%
 
 

To clarify tech buying, indy tech must always be over 125%, and then work on getting 150% business and residential techs, if indy tech falls during that, then buy indy tech until it is 125% again, so forth. The techs are listed in priority of buying.
 
 

I am enclosing a couple of examples of good Indy nations for you to paruse though.
 
 

Notice how the Apol 4-16 has ONLY industrial complexes and construction sitse?
That is how an indy nation SHOULD look.
 
 

Noticed how nounusedland is almost all industrial complexes. The enterprize and residential zones are only there because they are from a VERY recent landgrab and weren't worth tearing down with so few turns to build with.
The farms were because food prices were extremely high at that point ($7), and it is then the players choice on wheather or not to build farms. The oil rigs are also preferance.
 

The unused land is a good sign because the player was expanding rapidly and gaining nw well.
 

....
I haven't made an endgame for this strat because I feel there are more than enough end game information found on this board .
 

Also, this strat can be used as an indy startup for Cashers, and Farmers...
 
 

I wouldn't suggest this for techers however , because they should not go commie, and instead should focus more heavily on CS in the start of their games.