Author: zax77 and around game experience
Here are all the strategies in Earth:2025. They are listed from the easiest to
the toughest to do:
Indy
Advantages: instant army production, usually lots of time to build CS,
flexible, simple, good at fighting, excellent and fast startup
Disadvantages: high expense late game, market-dependent, high market
commission, production is less than other strats (with tech)
This is the most basic strategy in Earth. All beginners should start by mastering the indy strat. Basically construct all industrial complexes. You supply yourself with money not by normal cash income, but from selling military (25% of your military) on the public market. Besides the initial 60 or so farms in your first 100 turns (see the "Starting Up" section for more info), you should not build anymore farms unless food gets over $45. Get indy tech preferably after the first week. A pure indy will not do good without industrial tech. During midgame, get bus/res tech as well since this reduces your heavy expenses, but only get this after you've nearly maxed out your indy tech. Near the end of the game, you should sell your military twice or three times per day and hold on to the cash on hand, and during the last few days spend all your cash in hand for a final boost in NW. You should not take any turns after spending the cash since your military expense is extremely high after your final boost.
Casher
Advantages: less military expense (since you buy military when you need it),
positive cash flow, easy and strong end game
Disadvantages: very vulnerable to attacks early on due to lack of military and
-15% military strength for Rep
This is the second most basic strat in Earth. Build about 50% Enterprise and 50% Residence. This ratio gives approximately the maximum income. You make your own money rather than getting money from sales. You obtain military by purchasing military from the public market (or from your private market when you got your Military tech up). You should get your business/res tech ASAP, preferably after the first week. Since you use money to buy your military, it is wise to get your military tech up after having your bus/res tech at near max. This allows your private market's prices to go down, usually lower than the prices on the public market. Allocate about 3% of your buildings as industrials for producing Spies since spies can only be produced by industrials. Near the end of the game, you should do nothing but pressing the cash button each day and start "stockpiling" this cash. Then on the last few days spend all the cash for a final boost in NW.
Techer
Advantages: high income from tech sales, benefits from unsold tech, tech has
good NW (2 NW per tech pt)
Disadvantages: major CS problem (each turn taken for building CS is wasted from
teching), market dependent
This is a very good strategy if done correctly. Your income is based on sales from tech. Build all research labs. As a techer you will spend most of your time researching, therefore it is very important that you don't waste your turns since it takes one turn to research each time. You should research bus/res from scratch since you can actually benefit from it while you're teching. Try to reduce the number of landgrabs that you make (to save turns) while maximizing the amount of land you get per landgrab, however this involves good landgrabbing skills (see the Landgrabbing section for details). Specialization is EXTREMELY important for a techer since the amount of tech you can get per turn depends on your "lab to acres of land" you have. Therefore it is CRUCIAL to have 100% labs to have full efficiency on your land. Again, start purchasing from your private market when you get your military up. The amount of tech to sell each day depends on how much money you want for your next day. If you feel that you don't need so much military then sell less and keep the tech for yourself. Near the end of the game, you should start liquidating all your tech except military since tech prices will drop drastically during the last week of the game. It is wise to start selling even b4 the last week to get the best selling prices. Stockpile the cash and spend them on military on the last couple of days for maximum NW.
Farmer
Advantages: highest production per acres with tech, no "1/4 market sales" limit
Disadvantages: extremely market dependent
This is one of the most unstable strats in Earth since it is very dependent on the food price on the market. However, if it is done correctly it will be very effective since food tech goes up to 225% in tech, which is a lot higher than a casher (180%). A farmer will make more than a casher once the tech has been nearly maxed. As a farmer your income only comes from food, therefore it is obvious that you should construct 100% farms. I would recommend an indy startup for a farmer since at the beginning the food prices are not ideal for farmers so stay pure indy until agriculture tech drops below $3200. By then start buying agri tech from the market with the money from military sales. Note this this is only my personal style of playing farmer, you're welcome to use other methods that is suitable for you. Switch over from indy to farming. You should have had near max agricultural tech b4 switching. Sell all food on private market for money, OR if the public market sells for higher than $43, sell on the public market for money for the next day . Near the end, you should stockpile cash and spend on military. DO NOT stockpile food as a farmer unless you've reached the 2B cash limit. Keep on selling ALL your food for money and never leave a large amount of food on hand, otherwise you may risk losing some of the food from attacks or rate decay.
Each of these strategies should be accompanied by an appropriate government type. It is listed as follows:
Indy - Commie*
Casher - Demo or Rep* or Dict^
Techer – Tyr^, Theo* or Demo
Farmer - Demo*, Dict, Tyr^
* indicates the gov't type that is the most appropriate for the strat
in gaining the most Net Worth.
^ indicates the gov't type that is the most appropriate for the strat in
gaining the most in WAR.
Note: I would STRONGLY recommend a beginner to first play a pure Commie indy for their first two or three resets, then try Commie Indy -> Rep (Dict) casher. These two strats, when you're used to it, give you the most basic idea of how strategies work.