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This strat provides you with by far the best start up of all other govts. last reset I hit top 10 as did Ascendant with ¼ the land that the commies had J. Don't let the -15% military strength of republic turn ya away from the govt either. trust me it works.. -15% really isn't noticeable if you keep weapons tech high. Anyway enough rambling heres the fucken strat:
Step 1) Well first things first. change government type to republic, tax rate to 35%, and production to 100% spies. For those of you who don't know where this menu that allows you to do this is located go to the main menu screen and click the country management tab. You can only set these things one at a time. So make sure to click adjust after each one ya set! Also always make sure to play in 18 hour shifts.. You get 6 extra turns which are priceless at this point of the game!
Step 2) Now the building process begins! Build 12 c-sites in a row for your first 12 turns. Then build 8 Industrial complexes and sell the spies you produced. For those of you who don't know where too sell spies (or think that its impossible) go to the purchases menu, then click sell military. Voila! Spies too sell J. I suggest opening this menu in a new window so that you can sell your spies much faster because I recommend selling spies after each turn for maximum productivity. So after ya sell yoru spies build 8 more inds, sell spies again, and repeat. You should now have 24 ind complexes.
Step 3) Build 8 more c-sites, 1 at a time, selling spies after each one ya build.
Step 4) Build 20 industrial zones (takes 2 turns of 10 each turn) Keep on selling spies!
Step 5) Now it gets a little bit tricky. You need to alternate between building 4 c-sites in a row and build 1 TURN of industrials (not just 1 industrial building hehe sounds dumb but trust me its been done before J) This means you build 4 construction sites in a row.. then a full turn of industrial zones. so for every 4 c-sites ya build you will be able to build 1 more industrial zone per turn. Do this until you have 60 c-sites (You'll probably have about 175 or so industrial zones give or take a few). If food starts to become an issue (and it will) build a few farms. However just buy it off the market if it is available.. especially if you start a country a few weeks late! DON'T WORRY ABOUT LOSING FOOD EACH TURN!!! Its normal. I know it may be hard to believe but all the bets players play losing food and just buy it off the market. This doesn't mean lose food and never buy it... This means supply it from the market. By the end of the game I usually eat lose 1 million bushels! of food a turn, howver I'll make 30 million cash a turn so it more then balances out J.
Step 6) Once you reach 60 c-sites start building research labs, and only research labs. Do this until turn #99. You can tell how many turns you have taken under the status menu. Whenever you run out of land explore for 1 turn at a time and then build again. Hold at turn #9 till you save up to like 60 turns. Step 7) One you get like 60+ turns its time to leave new player protection! First thing you should do is put production too 100% turrets (congrats you're done selling spies till next reset!) You will keep these turrets (i.e. don't sell them after each turn... u need them for defense) Then just continue too build labs and explore till you get 1k (1000) acres fully built up. This land should consist of about 175 industrials, 60 c-sites, and 750 labs.
Step 8) Research time! After you get 1k acres research Business/Residential for the rest of your turns for that day except for one. With this one turn you will place as much Bus/Res tech as is allowed on the market.
Step 9) The first thing you should do today is explore for about 5 turns and build it up with labs. Then research for the rest of your turns Bus/Res techs saving one turn again to put on as much tech as ya can on the market. Save the money you made the other day till the end of your turns to buy turrets (or whatever military ya want but turrets will defend ya the best for now).
Step 10) Repeat step 10 but for a new day. Do this until you get 2k acres of land. Step 11) Now its time to max your bus/res techs and start working on the others. I suggest getting military costs tech, some weapons tech, and some losses tech. Don't worry about SDI till a ways down the road. Same goes for conditioning. You can also start producing 100% spies again rather than turrets. Just keep it on spies for the rest of the game. you'll need em!
Step 12) After techs are all pumped up teching will probably start to lose its effectiveness (and you'll probably start losing money or coming lose to losing money each turn). This means its time to switch to a casher! Save up like all your turns for the day, as well as like 15 million cash minimum from previous days tech sale. Now here comes what may seem to be crazy. but just do it. Tear down all of your research labs (that's right all in one big drop!) Then just start building Enterprise zones and Residences evenly until your land is full again.
Step 13) Congrats you're now ready to rock you way to the top! Just LG (Land Grab) when ya need too and keep on building Ents and Res till ya hit the top spot J. Make sure too always keep Bus/Res techs at 170% minimum and weapons at 140% minimum! Once you get a lot of land get SDI up to 65% minimum otherwise you'll be dead after the first day of a war. Also make sure too keep building c-sites. I'd say try and build like 4-8 sites a day until you get 100 buildings per turn (bpt) which is 380 c-sites. When you get like 40000 acres you'll wanna keep building em up to like 150 bpt. |
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