___________ __ .__ _______________ ________ .________ \_ _____/____ ________/ |_| |__ \_____ \ _ \ \_____ \ | ____/ | __)_\__ \\_ __ \ __\ | \ | / ____/ /_\ \ / ____/ |____ \ | \/ __ \| | \/| | | Y \ / \ \_/ \/ \ / \ /_______ (____ /__| |__| |___| / | \_______ \_____ /\_______ \/______ / \/ \/ \/ \/ \/ \/ \/ ----------------------------------- FAQ info ----------------------------------- Earth: 2025 By: Chrispts Version 1.0 FAQ for GAMEFAQS.com, Neoseeker.com, CheatCC.com Copyright 2004 Chris Fuqua Contact: jackafool@gmail.com Original Date: June 11, 2004 First full version: June 16, 2004 ----------------------------------- Intro ----------------------------------- I was turned on to this game by a friend of mine, who simply said: "games.swirve.com/earth/ YOU MUST PLAY" Now that being said, Earth is a turn based game, where you control a country and you have complete power over what happens. You decide what type of government you have, how high your taxes are, what buildings you build, and whether or not to attack other countries. Now I must say, I'm not really a turn based game kind of guy, but I trusted my friend and tried it. It didn't let me down. This game is amazingly addictive. Now that I've given you the basic idea of the game, lets move on to the FAQ part of this FAQ. ----------------------------------- Updates ----------------------------------- Later the same day, Well guys...This is it. I am sad to say that this is the final update of this FAQ unless a major change happens in gameplay. I'm sad because this was my first piece of work, and now I won't be spending any more time on it. I have to move on to other FAQs that I am working on, and let this one sit around. Well, it looks like I'm out for the final time. Peace, Chrispts June 16, 2004 This will likely be the last update until I finish the guide. It's coming along nicely. Added quite a few things today, including some stuff I had forgotten in the War section. It's almost 2 in the morning, and I have to go to sleep. Peace out. June 14, 2004 We were accepted into GameFAQs today. I'm also working on another FAQ so this might not be updated for a few days. I'm going to get it up to Version 0.75 to day, and probably submit it to GF again. June 13, 2004 Added Alliances today, expect war tomorrow. We were turned down by Gamefaqs due to lack of content, but after I finish V I will submit again. June 12, 2004 Just started. Adding most sections today, coming along nicely. Expect this FAQ to finish very quickly as I have plenty of time on my hands. ----------------------------------- Table of Contents ----------------------------------- I.Country Management A.Taxes B.Goverment Type C.Production II.Land Management A.Buildings B.Exploration C.Hints & Tips III.Alliances A.Usefulness B.Offensive C.Defensive D.Intelligence E.Technology F.Trade IV.War A.Troops B.Jets C.Tanks D.Turrets E.Bushels F.Missles G.Snatching H.GDI I.Guerrila Attack J.Bombing Run K.Artillery Barrage L.Declaring War V.Technology A.Usefulness B.Military C.Medical D.Business E.Residential F.Agricultural G.Military Strategy H.Warfare I.Weapons J.Industrial K.Spy Effectiveness L.SDI VI.Spying A.Spy B.Spy on alliances C.Market D.Military E.Stir Rebellions F.Cause Dissensions G.Bomb Airbases H.Commit Espionage I.Bomb Structures J.Attack Intelligence Centers K.Bomb Banks L.Raid Food Stores M.Sabotage Missles N.Demoralize O.Bioterrorism P.Raid Oil Reserves VII.Outro A.Contact info B.Special Thanks C.Posting this FAQ ----------------------------------- I.Country Management ----------------------------------- A.Taxes The importance of Taxes is very underplayed in this game. Taxes make all the difference between being a winner or a loser. I personally keep my taxes at 30%. It brings in a lot of money, without losing to many people. You can go higher or lower, it is up to you but 25-30% is about the norm for most players. If you go to low, you will be getting robbed out of money that, as a new country, you desperately need. If you go to high, your people will get mad and start leaving. Which robs you of money you really need. B.Goverment Types Government types may be the only thing more important than taxes. Your government decides the style of play you will have. In a word government is everything. Here I will list the types of government and their pros and cons and give them a rating out of 10. Monarchy Pros: None Cons: None This is the starting government. While is isn't a bad choice, you could choose better. You will be targeted a lot since common knowledge is alot of newbies don't know how to change their government. Be prepared to fight a lot if you choose Monarchy. Rating: 5/10 (too attack prone) Fascism: Pros: +15% Food Production, +50% Oil Production Cons: -15% Per Capita Income, -20% Population This is one of the worst choices. I have never had a problem with food production, and I have so much oil I dont know what to do with it. The cons are two of the most important things. If you choose this be prepared to be really poor. Unless you have an oil fetish, or just really want a challenge, don't choose this. Rating: 2/10 (NO!!!! I won't let you choose this!!!) Tyranny: Pros: +10% Attack Gains, -10% Military Upkeep Costs, Only one turn required to attack. Cons: -25% Maximum Per Capita Income This one isnt so bad, because the pros are really good. The con is a bad one though. You will have a hard time affording a large military when you have a -25% on your Per Capita. For advanced players only. Rating: 6/10 (No N00bs on this one) Dictatorship: Pros: +20% Military Strength, +25% Spy Effectiveness Cons: -30% Construction Speed This one would be great if construction wasn't such a huge part of the game. You will have to build lots of construction sites, so if your looking for a quick rise to power, this isn't it. This can be a very productive government but building will suck up all your turns. Rating: 4/10 (You will be pressed for turns) Communism: Pros: +20% Technology Effectiveness, +25% Industrial Production Cons: 10% Market Commissions This is a very popular choice for government. Most people do not buy from the market so the commissions dont hurt them very much. This is the one mostpeople start out with as it is a very stable government. I started out as a communism. Rating: 7/10 (Good for starters-intermediate players) Theocracy: Pros: -25% Military Costs, +40% Construction Speed Cons: -35% Maximum Technology, Double GDI Expenses This one...Its probably one of the best IF you know what your doing. If you don't join the GDI that wont hurt you. The military costs are way lower which is good if you like going to war. The construction speed is awesome as well. Most people never even come close to maxing out their technology, so this is a good choice. This is the one most experienced players choose, as well as the one I play on. Rating: 8/10 (Only if you know what your doing. Try communism first!) Republic: Pros: +20% Land Exploration, +20% Maximum Per Capita Income Cons: -15% Military Strength Another good one. The only bad part is if your a person who likes to go to war, you will have a weak army. The land exploration is ok. You wont use it after 100 turns, but the Per Capita is a good pro. Rating: 7/10 (You shall be destroyed in combat!) Democracy: Pros: 0% Market Commissions, +10% Maximum Technology Cons: 3 Turns Required per Attack This is a good one. The 3 turns thing isn't too bad, and the pros are ok. This is another one that alot of beginners choose. If you don't go to war a lot you may want to consider a democracy. Rating: 7/10 (No war for you!) C. Production Production is a function that makes Spys, Troops, Jets, Turrets, Tanks, and Oil. After every turn, you get these. When you start it is set like this: Spys 20% Troops 20% Jets 20% Turrets 20% Tanks 20% You can change these to your liking. I personally set it to: Spys 20% Troops 0% Jets 0% Turrets 0% Tanks 80% Thats just me though. If you would like to share how you set yours email it to me. Contact information is at the top and bottom of this page. ----------------------------------- II.Land Management ----------------------------------- A.Buildings Here is a basic rundown of the buildings and what they do: Enterprise Zones: These increase the Per Capita of your population. VERY IMPORTANT! Residences: These are where your people live. VERY IMPORTANT! Industrial Complexes: These increase your production (discussed above in I:C). VERY IMPORTANT! Military bases: Reduces Military upkeep costs. Useless. Research Labs: These increase the amount of things you can research in one turn. Farms: These create food for your people. Don't forget about these! The effects will not be to your liking. Oil Rigs: These increase the amount of oil you produce every turn. Useless until you have a huge army. Construction Sites: These increase the amount of buildings you can create per turn. B.Exploration Exploration is how you get land as a newbie. Since you cannot attack until you pass 100 turns this is the only way to get acres. After 100 turns you should never use this, as there are more productive ways to get land. C.Hints and Tips When you first start, focus on residences, farms, and enterprise zones. I personally also find no use for military bases. As for oil rigs, build them up to 10 and thats all you'll need. Every thing else is personal preference. ----------------------------------- III.Alliances ----------------------------------- A.Usefulness Alliances are good, simply because when you are attacked or if you attack so meone, your allies army automatically help you. This can really make a difference and change the tide of a battle. The different types of alliances are explained below. B.Offensive Alliance This means that when you attack someone 25% of your allie's army helps you. But it also works the other way. When your opponent attacks someone 25% of your army goes to help them. C.Defensive Alliance This means that when you are attacked someone 25% of your allie's army helps defend you. But it also works the other way. When your opponent is attack ed 25% of your army goes to help them. D.Intelligence Alliance This means that when you spy or someone spys on you, your's and your partner's spy and sdi technology are both used to full effectiveness. E.Technology This means that when one person gains tech, their allie(s) will gain 10% of that technology. Very useful for tech based countries. F.Trade This allows you to trade with your allies. ----------------------------------- IV.War ----------------------------------- War is one of my favorite parts of the game. Theres nothing better then having someone think they can attack you, and then you turn around, and squash them like a little bug. I love war. A.Troops Troops are the main type of fighting units, and you should have more of the se than anything else. These will make up probably about 30% of your army, and you will suffer the heaviest losses here. Fortunately troops are cheap, especially if you have a Theocracy. B.Jets Jets are another very important part of you army. These are also very cheap and very effective. Paired with your troops, jets can do a good deal of damage. If your opponent has little or no turrets, bombing runs can really make a difference in a war. C.Tanks Tanks are what back up your troops. Its good to have a lot of them as they can do heavy damage. I personnally use the production to make my tanks so I don't have to spend a lot of money just buying them. D.Turrets Ok listen up. TURRETS ARE IMPORTANT!!!!!!! Ok with that being said, turrets are what defend you from bombing runs by opponents. You will need a lot of them because they will save your ass more times then you think they would. BUY A LOT OF THEM!! E.Bushels Bushels are food. You army has to eat to keep fighting. You shouldn't have a problem with this unless your army is really big. Don't worry to much about it. F.Missles There are three different types of missles, and they all do different things. They are one of the most powerful things to have in the game. I will explain all three types below. Cruise Missles: This destroys military. It can also lower military readiness, which softens up a military before you ever actually send people in. I like these, because, coupled with an attack, you can really do damage to a country, to the point where they can't even retaliate. Chemical Missiles: These target population, destroying a few buildings along with it. It does a lot of damage to a countries tax revenues, by killing a portion of the population. I had one of these once, and launched it and killed almost 1000 people in a country. Nuclear Missles: This destroys land like there is no tomorrow. These can seriously destroy buildings and take some population with it. These are the hardest missles to develop, so if you are lucky enough to get one, choose what you do with it wisely, as you may never see another one as long as you play the game. G.Snatching Snatching, also known as land-grabbing, is very useful as you become a larger country. You attack a country to steal land, technology, money, buildings, and acres. This is why explore is useless after 100 turns. This is a lot more productive. This skill has been mastered by the people you see on the top of the leader boards. H.GDI The GDI or Global Defense Initiative is an organization that, if you're a member, will allow no country more than twice your size, or less than half your size to be able to attack you without declaring war first. You can join this if you are scared of being attacked, although I do not join it because I hate declaring war on other countries. Good for protection, bad for Land-grabbing. I.Guerilla Attacks Guerrila attacks are when you send your troops to face your opponent's troops. When you get there if you win, you will overrun some citizens (usually a few, once in a while you kill alot) and you will destroy food bushels. Very effective against countries will small amounts of troops. J.Bombing Runs This is where you send an all air attack against a country. Your jets go against your opponents jets and turrets. This will destroy buidings if you make it through the other person's defenses. Very effective for destroying land. K.Artillery Barrage Following suit, this is where you pit your tanks against your opponent's tanks. This destroys buildings very well after you make it through a country's defense. L.Declaring War Declaring war is the only way to attack a country who belongs to the GDI. Its has its pros and cons. You gain +10% of everything when you attack a country that you've declared war on. But it also costs you $10 pet acre you own, per turn, while you are at war. Also you can only agree to peace after 48 hours, and can only be at war with one country at a time. I have never declared war on another country and I probably never will. I find it a waste of money, as I do not attack countries protected by the GDI. Its your choice though. ----------------------------------- V.Technology ----------------------------------- A.Usefulness Technology is useful. Take my word for it. Certain ones are worthless, and certain ones are priceless. You must make your own decision on whether or not to research. It will really change the way you play if you don't. Its all up to you. The number of technologies that you can research per turn is based on how many industrial complexes you have built. B.Military Military research lowers the cost of buying armies. This can be very helpful if you are a person who likes war. If you don' go to war much then you probably wont need this to be researched very much. It depends on your personal style. C.Medical This is another important one if you like going to war. Medical research can reduce the casualties when you fight a war. This is good for saving money, because with less deaths during wars you wont have to buy as many troops to replace them. Again, if you don't fight alot you probably won't need this to be researched very much. D.Business When this is researched it raises your per capita income, which in turn raises tax revenues. This is a simple one that everyone should research. Business Research = Money. ITs that simple. This should be a big priority when you research things. E.Residential This one allows more people to live on every acre that you allot to residential buildings. It allows more people to live in a smaller space. Whether or not to research this one depends on how much you buy residential buildings. If you build a lot of them you won't need this as much as if you don't build a lot of them. F.Agricultural This lets you get more food out of every farm. Since farms are cheap, and easy to build, there really isn't a point to researching this. But if you want to go ahead. This will be low on your priority list when it comes to serious researching. G.Military Strategy This is important. Not only does it make your army alot more effective, it also raises the amount of goods you get with each attack. Some people actually just research this, and thats actually not a bad way to go for some people. If you like war this is the research type for you. Military Strategy that will turn the tide of your battles. H.Warfare This researches new weapons, which can make your troops, jets, tanks, and turrets a lot more effective. This is yet another important field of research if you are a warring country, like my country is. I.Weapons This is basically the same thing as warfare except it focuses on just the weapons part of the research. J.Industrial This allows your production to make more people every turn. Research this alot as it basically gives you free units. This is maybe the most important field of research when it comes to warring nations. K.Spy effectiveness This is exactly what the name implies. It makes your spy missions have a better success percentage. This is important if you use spying in your war efforts. I research this quite a bit, because i like to spy a lot. L.SDI This is the Strategic Defense Initiative. It helps to stop incoming missles from making it to the ground. The higher it is the less chance of a missle hitting your country. Another very important research field. ----------------------------------- VI.Spying ----------------------------------- A.Spy This is the most useful out of all the spie missions. It shows you everything about a country. How big their army is, if they have missles, how much land they have, and how much technology they have. I suggest you do a spy like this before you ever go to battle with someone. As many people who have attacked me, have learned, you can underestimate people very easily. This is the most useful mission, and you should use it to your advantage, if you want to be a great player. B.Spy on Alliances This is another good one, because you can check if the person your attacking has allies. If you don't know and attack them, and they come back and destroy you with 2 allies, you'll be very sorry. Use this one as needed, to check if a country has powerful allies. C.Military Spy Worthless. You don't need to know how much stuff a country has on the market. There is no use for this one, and I suggest you just completely ignore it, just as most players do. D.Military spy This one is kinda useless too. All it does is give you a beefed up version of the military section of the basic spy mission. This should only be used if you need to know how rested the opponent's army is. Other than that, don't even use this one. E.Stir Rebellions This is an ok one. It tries to get some of a countries population to leave their country affecting their per turn tax income. You would have to do it a lot to make a real difference, but it can be very useful in certain situations. Use sparingly. F.Cause Dissensions This is basically the same as stir rebellions, except it targets the army instead of the population. Good for weakinging an opposing army before you go in for the attack. I've used this one a lot, to weaken armies that I couldn't beat otherwise. Useful in certain situations, worthless in others. G.Bomb Airbases This is useful for weakening armies, as well. This sends spies to go in and bomb hangars, to destroy a portion of the enemies jets. Useful if they have a lot of jets in their armies. Do a basic spy first so you don't waste your turns blowing up non-existant jets. H.Espionage This is very useful, because it allows you to steal your opponents technology points. Do a basic spy first, so you know if they have a lot of technology or not. I use this one alot because the worst thing that can happen is you lose a couple of spies in the operation. I.Bomb Buildings Exactly as it implies. It bombs acres of land. Useful for systematically destroying a country. Other than that its not very useful, because blowing up buildings doesn't do to much. I would advise you not to waster your turns on this unless your trying to completely kill a country. J.Bomb Banks This bombs a country's banks, destroying part of a the leader's cash. Useful in a war to stop the other country from rebuilding their army. But as you get bigger you can get around 50k a turn so this really becomes worthless, unless its carried out on a massive scale. I recommend new users to use this, but veterans should stay away. K.Raid Food Stores This is VERY underrated. It destroys bushels of food, which can kill populations, and armies. They can do nothing without food. And it doesn't take much work and they're food stores will be shrinking every turn they spend. This is useful if they have a big army, because they will have to use their turns to build more farms, to keep the money coming in. Use this in war times only. L.Sabotage Missles This is only important if someone your fighting has missiles. You probably won't run into someone with missles until your net worth is around 100k. Then this can become very effective. It can leave a country without a way to counter attack. Do a regular spy first to check if they have any missles, and from there you can decide whether or not to send a missile sabotage. M.Demoralize This weakens an opposing army. It can allow a smaller army to defeat a larger army simply because it weakens the units in the bigger army. I beleive it also lowers their readiness, which is very important in war. I personally have not used this, but have heard good things about it. N.Bioterrorism This is another useful one. It spreads disease in an opposing country. Depending on how high their medical is, it can last from one turn to quite a few. I have lost close to a thousand people from an attack. If your lucky you can do some serious damage to a country. O.Raid Oil Reserves This destroys barrels of oil, which countries need to have large armies. If a country has a small army this is worthless, but if they have a large army, it can seriously lower their numbers. Use at your own risk. ----------------------------------- VII.Outro ----------------------------------- This FAQ is very special to me, because it is the first one I have ever attempted writing. It was accepted into GameFAQs warmly, and I really appreciate that for them. I know there isn't a large audience for this game, but I decided to spend my time on this anyway. If no one ever looks at this, I won't be bothered in the slightest, because this will not be my last FAQ. That you can be sure of. Any E-mail is good, as I like talking to people. If you liked my FAQ, send me a mail and thank me for spending my time on this FAQ. I like being a published FAQ writer, but when it comes down to it, I do it for the fans. If you read enough of this to make it to this paragraph, I want to thank you. It's people like you that keep me writing. Have a good time playing, and I hope this guide helps you in some way. A.Contact info I may be contacted at jackafool@gmail.com . Please do not add me to your msn list, as I do not accept messages from people I do not know. If you choose to email me, please put the name of the game in the email topic. If you ask me a question that is already answered in this guide, I will just refer you to the section where it is. I cannot help you with technical problems with your game. I'm sorry but I just can't. Please give me 7 days to reply to your email, before you send it again. If I made a mistake in this guide, email me about it, and if I find the mistake, I will add your name to the special thanks portion. B.Special Thanks I would like to thank GameFAQs for hosting this guide, the people on the Gamefaqs message boards for supporting me. I would like to thank Swirve for creating a game good enough for me to want to write a whole guide dedicated to just that game. I would like to thank Dr.Pepper, for providing me with the caffeine to stay up late into the night working on this FAQ. I would like to thanks TopWebGames, for listing this game, because more people need to know about it. I would like to thank all the FAQ writers that I have read, for inspiring me to write FAQs. I would like to thank the board of education, for making a summer vacation, because without them, this guide wouldn't be finished yet. I would like to thank whoever invented the turn based game, as they are a lot better than I had previously thought. I would like to thank the Detroit Pistons, for beating the hated Los Angeles Lakers in the NBA Finals. I would like to thank my mother, for teaching me to type, because if she hadn't taught me I would still be typing the table of contents. And lastly, I would like to thank Kailo, for showing me that all turn based games don't suck, and telling me about this game,because without that prodding, I never would have heard of this game, let alone played it. C.Posting this FAQ This FAQ right now, is only to be posted on GameFAQs. Please do not email me asking to post this on your website. Unless you have your own domain do not ask to post this. If you see this guide on website where it shouldn't be, please email me, and I will handle it in time. Earth: 2025 is copyright Swirve Games 2004. I am in no way affiliated with Swirve, and the opinions posted here are solely mine, and not the opinions of Swirve, or any of its affiliates. This guide Copyright 2004 Chris Fuqua. Please do not reproduce this guide without my consent. I spent my time writing this, and the least you could do is ask.