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The Basic Commie Start - by LaF


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The majority of the alliance are rank gainers. Your goal is to
win the game. Anyone one of you are capable of doing this.
You have to think big and plan to win early or you wont do it.
Dont settle for second tier strategies that are good for low-mid
rankers. 95% of 1A will do this. Dont be like them.


Everyone should start off as an industrial commie.
Why?
1. NO military penalty so you are not a target.
2. You can get to the top early so when you switch to
democracy you are at the top and have less predators above
you.
3. Extra industry helps you get up early.
4. You will lose 3-5% of what you have when you switch.
That is miniscule in the first week. Dont worry about it.

Starting.
1. Sell all your troops on the purchase market.
2. Change to 32% tax.
3. Produce 100% spies(most profitable to sell on private
market). First 75 turns produce on spies.

Turn 1.
1. Build 5 industry.

2. Then build 8 construction sites(remember you get 1 build
for every 4 sites)

3. Then build double what you can build in one turn(I think its
16)

4. Repeat step 2

5. Repeat step 3.

Keep doing this. Sell your spies as often as convenient. Selling
them every round is a pain. You need to build about 10-11
farms to feed your pop(cant buy food this early on public
market... too expensive on private market).

Explore once when land is full. Never explore more than once
in a row. More land you have the more it costs to build.

If you follow this you should never have to do cash. Cash as
an industrialist is a waste of a turn.
 
 

Turn 75. Cut spy production to 30-40%(as needed for
money). Split the rest between tanks and turrets. Turrets are
the ONLY unit to be sold on the public market. It is the most
profitable(you produce 4 turrets for every 1 tank).

You dont need jets early. There are always numerous
countries who explored with almost all their turns and have no
units. They should have around 1800-3000 acres and be
between 200,000-450,000 networth. All of those are
generally guaranteed land(not always though). The more land
the less likely they have many units.

Turn 99. Three options.

Landgrab right away.

Advantages:
1. First to get to the 3000 acre all land no unit guys. These
guys get gobbled up quick.

Disadvantages:
1. A little risky. May fail and piss some one off.
 
 

Second option: Continue exploring to about turn
120-130(only explore when land is full).

Advantage: no risk

Disadvantage: Less land
 
 

Option 3: Stockpile turns for 2 days

Advantages:
1. Lots of turns at once. Stay in protection then come out with
more turns.
 
 

Disadvantag:

All the 3000 acre all landguys are gobbled up.

All of those options are fine.

Decrease spy production as you can sell enough turrets to
support yourself. You dont need spies early.
 
 

Converting to Democracy:

Basics:

1. Your rank WILL be high if you are all industry. Your land
will be lower than the people around you and you will have
alot of builds/turn.

2. Convert to democracy as soon as you feel you are high
enough to be safe. That depends on how good you are. If you
do it well, you will log out top 10.(you will fall alot though
between processing). Make sure your land is very low as a
democracy.

3. Converting. Sell a ton of turrets over 2 days. Stockpile
money and turns. Do it all at once.

4. Tear down industry as needed. Dont tear them all down at
once. Keep producing units while you build. So tear enough to
build for a few turns.

5. Keep industry at 15% of land. When conversion is
complete go to 100% spy production.

If converting to research go with only research. If going to
cash go to 50% enterprise and 50% residence. Moby says
having 10% more enterprise than residence is better. Its worth
a try. Daniel disagrees. I have no opinion.

Cash country:

When converted:

1. Do cash alot. Landgrab occasionally. Do mainly planned
attacks. This is how you find good targets. Do a news search
for 72 hours back on people at the bottom of your
scores(preferably fellow democracies). See who they hit.
Check them out. Yes its a nuissance but very important with
that -15% military you will have next round.

2. Buy enough units to keep rank acceptable. Dont fall down
alot. You will get hit.

3. First priority is to max residence, enterprise, then military
tech. Then get weapons and medical up. Third work on
SDI(not really necessary the first 3 weeks). Throw a little into
warfare eventually. Not alot.

4. Buy units cheap on the private market when military tech is
good. Sell at a profit on the public market. Your private
market will get used up. That is ok. Use the extra money to
either buy units on public market or preferably get your techs
up.

Research country.

1. Same process for landgrabbing.
2. You dont need to research enterprise, residence, or
agriculture. You wont have any of those buildings. When food
gets to $6a bushel consistently. Max out agriculture
tech(195%) and put up farms. It will be a while though.
3. Get military tech down to 88% immediately. So you can
buy cheap on the private market and sell at a profit on the
public market. The do weapons, medical, SDI, and warefare.
In that order.
4. Sell 1/3 of all of your techs each day(except SDI). Buy
units on the private market.
 
 

Democracy overall.

1. Dont buy all of your units at the start of your turns. Only
buy what you need to landgrab. Why pay expenses?
2. Be very careful about land the first few weeks. The top will
be dominated by commies, dictatorships, and tyrannies. They
will fade. So keep it really low. Much lower than people
around you. You will get hit over an industrialist with more
land(because of your military penalty.

Post on the board that you are looking for allies. Tech allies
need to pair up early.

Spend as many turns doing cash and research as possible.

Remember to get construction sites up to 300 as soon as
possible. Pays off in the long run.

Our democracy strategies are better than others. You play
from the top so its safer. Most of them start low and max tech
and go up slowly. That is one of the reasons we dominated
this round.

Dont get discouraged if you do bad. You have nothing to
apologize for.

I dont recommend retaliating for single landgrabs early. If its a
tyranny they will just kill you. 2 or more takes more
consideration.
 
 

The private market of tyranny and Republic is significantly
higher.
 
 

Democracies tank(before military tech) start at 467
Republics start at 492
Tyranny 541.

Without military bases tyrannies need to buy on the public
market. So democracy is the best.

Military bases is probably not too good with research
countries since both buildings are determined by the percent of
land they occupy.






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