Talk:Earth: 2025

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For a snapshot Earth: 2025's old wikipedia page, http://replay.waybackmachine.org/20081221003629/http://en.wikipedia.org/wiki/Earth:_2025 Qzjul 23:03, 23 March 2011 (MDT)


pre
<NightShade[SOTA]> First time FFA was shutdown: January 11, 2004.

<NightShade[SOTA]> Second time, June 5, 2006 <NightShade[SOTA]> After June 5, 2006 there wasn't a third as it was final.

<NightShade[SOTA]> And, that paved the way for Earth Council server.

Qzjul 17:35, 24 March 2011 (MDT)


Contents

This is from EartherWiki

Earth 2025

Earth: 2025 is a Web-based MMOG operated by Swirve.com, Inc., it claims to be the first of its genre and has since inspired countless other similar games. Furthermore, it claims to be the original webgame[1]

Players are free to interact with other players of the game and build their own armies and military. Players have the option of forming clans, creating alliances, or waging war against other players of the game in an attempt to raise their own networth. The player with the highest networth at the end of each "round" of Earth: 2025 is considered the champion of that round. Depending on the type of game, a new round restarts anywhere from one month to three months. This is called a reset. At the beginning of a reset, players re-create countries and start the game anew. There are several different game variants within Earth 2025: Primary, Alliance, Tournament, Limited and Earth Express.


History of Swirve.com and Earth: 2025

The first round of Earth: 2025 was held in October, 1996 and was developed by Solaria Games. Solaria Games also began offering non-game services such as e-cards and message boards in 1997. With these non-game related services, it broadened the scope of Solaria and rebranded itself Solaria Interactive. Following the rebranding came a new MMOG called Utopia. Solaria Interactive experienced increased popularity due to the birth of Utopia. With the two anchor MMOG games of Earth:2025 and Utopia gaining new players, Solaria Interactive renamed itself Echelon Entertainment in January of 1999. Though they still continued to add new services and features to their site, Earth: 2025 and Utopia still maintained the highest interest from players. In May of 2000, Echelon Entertainment gave way to yet another identity: Swirve.com, which still operates it to this day. Beyond a website make-over, little has changed in the structure of the services Swirve.com

Gameplay of Earth 2025

Introduction

Earth 2025 is a turn based game. For every 30 or 25 minutes of real time, the player gets one turn. The number of turns can accumulate up to 80 for Primary, Alliance, Free-for-all, and Limited servers, and 100 for Tournament. The player can spend the turns in many different ways, including build, research, explore, cash, spy, or attack. For every turn, revenue/expense, industrial production, food harvests, oil production, and population gain/loss are shown. Each of these aspects depends on the land use/amount, military strength, technology, and several other minor factors. The higher and more developed the land and technology, the higher the production/revenue per turn. A high number of military forces, although critical for invasions and defense, actually requires upkeep and hinders growth. This becomes one of the biggest factors late in the game.

Land

Every country has three main components: Land, Military, and Technology.

Land is the most important, since land produces of all the resources necessary for a country to grow. Empty acres can be gained by exploring or successfully attacking other players, and be developed as follows:

   * Enterprise Zone: This allows the player to generate more revenue each turn by increasing the per-capita income of the country's people. Every percent of a country's total land, if developed into enterprise zones, would increase per capita income by two percent. For example, if a country with 10,000 land develops 100 enterprise zones, the per-capita income would rise by two percent. The money gained by taxes is thus higher. 
   * Residence: Residential zones increase the population, and thus revenue from taxes. The number of people housed in residence zones is three times as high as other land types. 
   * Industrial Complex: The industrial complex generates a small amount of military each turn. It is the only structure that can produce spies. 
   * Military Base: The military base decreases military costs, lowers the price military can be purchased from the private market. 
   * Research Lab: The research lab allows for the production of technology. The amount of technology that can be researched per turn is based on the total number of labs and the proportion of labs with respect to the total amount of land. The more labs and the higher the percent of the land developed into labs, the more tech can be 
   * Farm: The farm allows for the production of food. It produces 5 bushels per turn. This number can be adjusted based on what government type a country has and the tech level. 
   * Oil Rigs: Oil rigs produce 2 barrels of oil a turn. This number can be increased if a country is of the Fascist government type. 
   * Construction Site: Construction sites allows a country to build more buildings per turn. Building a construction site requires one turn. Every 4 contruction sites allows for the construction of one additional building per turn. 
   * Empty Land: Empty land produces a very small amount of food per turn. Empty land should be developed. 

It is important to note that civilians can live on any type of land. Residential zones only provide additional space for civilians to live in. Civilians reproduce by themselves.

Military

Military is extremely important. It allows the player to invade other countries and provides defense against enemies. There are five types of military units.

   * Spies: These are the only unit that is unavailable on the private or public market and must be produced by Industrial Complexes. They are unable to attack/defend, unless it is a Spy Op. These are the most expensive of all to maintain. Spies are worth 1 networth. 
   * Troops: Troops have an offensive and defensive power of 1. They are very cheap to maintain, costing only 0.12 dollars per turn. Troops are prone to spy attacks. Troops are worth 0.5 networth. 
   * Jets: Jets have an offensive power of 2. They are costly to maintain, 0.17 dollars a turn. Jets are worth 0.6 networth 
   * Turrets: Turrets have a defensive power of 2. They are costly to maintain, about 0.17 dollars per turn. Turrets are worth about 0.6 networth. 
   * Tanks: Tanks have a defensive and offensive power of 4. They are extremely expensive, and very costly to maintain, costing about 0.55 dollars per turn. Tanks are worth 2 networth. 

There are two attacks that capture a portion of an enemy's resources: Standard Strike and Planned Strike. Standard strike allows the military forces to return immediately after an attack; planned strikes increase the attacker's offensive power by 50%, but the forces cannot return for 20 hours. The success of an attack depends whether the attacker's forces are stronger than the defender's forces. Each successful attack captures certain percentage of the defender land, technology, money, and food.

It is very important to note sending in more military than needed to overrun the opponent's defenses will actually increase military casualties of the invader without causing more damage to the defender.

The amount of resouces captured depends on the defender's amount of resources to begin with, the ratio of the attacker/defender networth, government type of the attacker, number of any attack made to the defender in the past 24 hours, among many other factors. The higher the attacker/defender networth ratio, the less is captured. This prevents large players from attacking smaller players with impunity. The more the defender is attacked, the less the gains from an attack, to prevent that defender from being wiped out. The Tyranny government type gets a +10 percent bonus in attack gains. If one country attacks another the same size using standard strike, with no other factors involved, he should expect to gain about 7% of that country's resources.

Alliances play an important role in the success of the two above attacks. Defensive alliances help one country's defense. Offensive alliances help one country's offensive.

There are many other attacks that are not used for gaining resources, but rather for retaliation. Once again, the success of an attack depends on whether the attacker sends more forces than the defender has defenses. Alliances do not play any role in the success of any of the below attacks.

Guerilla strikes destroy a portion of the enemy's food supply and kills civilians. A large number of these attacks can destroy a country, if the population falls to zero. A small number of these attacks usually will only cause negligible damage that can be reovered from in just a few turns, without any money or resources spent because civilians reproduce quickly. Only troops from either the attacker or defender can participate in a guerilla strike.

Bombing runs destroy a small number of buildings and civilians. Only turrets of the defender and jets of the attacker can participate. A large number of bombing runs can kill a country, but the number of civilians killed and buildings destroyed is much less than in a guerilla strike or artillery fire.

Artillery barrage destroys a portion of the opponent's buildings, and turns them into empty land. This attack is very damaging, since it takes turns and money to rebuild the buildings. A large number of this attack is almost invariably fatal since it destroys the defender's production/revenue and infrastructure, making him open to all other attacks, but will in itself, not destroy the country.

Nuclear missiles destroy land and buildings. The land cannot be reused. This attack is similar to a standard strike, except the attacker gets nothing from launching a nuclear missile at an opponent. A large number of nuclear strikes is immensely damaging, since it destroy's the country's infrastructure. The country is killed if the land drops to 0.

Chemical missiles destroy the buildings and kills a number of civilians. The empty land can be reused. Chemical missiles are damaging, but not as damaging as nuclear missiles in most cases. The country is killed if the population drops to 0.

Cruise missiles destroy a very small portion of a country's military and decrease the target nation's military readiness. The infrastructure of the country is unharmed, but it makes the country more open to other attacks. A small number of cruise missiles usually do so little damage that they can be totally ignored.

Technology

   * Technology is important for increasing the efficiency of a country's military, increasing the production without adding more buildings, lowering military losses and costs, and producing and destroying missiles among other things. Below is a list of the technology description. 
   * Military: Military technology helps to reduce the costs of buying military units from the private market. It also helps decrease military upkeep. 
   * Medical: Medical technology reduces casualties during attacks and defends for the techer. Medical Technology is also speeds up the curing of disease caused by biotech weaponry (spy attacks only). 
   * Business: Increases per capita income. A higher per capita income, in turn, leads to higher tax revenues. 
   * Residential: Increase maximum population without negatively affecting the people. By doing this, you in turn increase total revenues and tax income. 
   * Agricultural: Increases crop yields for farms and empty acres. 
   * Military Strategy: Increases gains from standard strikes and planned strikes. 
   * Warfare: Increases the chances of getting missiles each turn. Starts at .200% per turn. However, at any given time, you are limited to 1 missile per 200 acres you own (with a minimum of 10 missiles). The maximum percentage this technology can be boosted to is 5% for non-democratic governments. 
   * Weapons: Makes each military unit worth more than face value, ie, 500 troops with weapons tech may be worth 600 troops without. 
   * Industrial: By increasing industrial capacity, you raise the level of output per turn by industrial land. This allows you to generate more military capacity every turn at no extra cost (not including the increased cost of military units). 
   * Spy Effectiveness: Makes each spy unit worth more than face value, sort of like weapons. 
   * SDI: Increases the chances of repelling a missile attack, from 1.00% to 90% for most governments, 59% for theocracies, and 98% for democracies. 

Government Types

Every country can select a different government type. Each government type has advantages and disadvantages. Some of the changes affect a country's military strength, some affect production per acre, and some affect technology levels. There are eight government types.

   * Monarchy: No adjustments 
   * Fascism: 

+15% Food Production +50% Oil Production -15% Per Capita Income -20% Population

Fascists usually build a lot of farms and oil rigs, since they generate more food and oil per turn and much less cash per turn than the other government types. Fascist governments maintain tight countrol of their country and restrict all civil liberties, and people thus earn less and are less willing to live in such a country.

   * Tyranny: 

+10% Attack Gains -10% Military Upkeep Costs Only 1 Turn Required Per Attack -25% Maximum Per Capita Income

Tyrannies generate less cash per turn, but they gain more per attack. Most countries with this government type will build large numbers of any building type, except residences or enterprise zones. Tyrannies are known to be warlords, and will attack and retaliate without end. With little stability in the country, civilians earn less, and less tax revenues are collected.

   * Dictatorship: 

+20% Military Strength +25% Spy Effectiveness -30% Construction Speed

Dictatorships have enhanced military strength, but because they have to expend more turns than other government types to develop land, they tend to attack less. Dictatorships usually build large numbers of farms, or enterprise zones and residences. Dictatorships can be tough on the civilians, but because they are allowed for focus on intellectual work, and there is inherent stability in the government, civilians are not adversely affected.

   * Communism: 

+20% Technology Effectiveness +25% Industrial Production 10% Market Commissions

Communist governments are efficient at developing industry, so industrial production is greatly accelerated. Also, they make the most use of what technology they have, so their technology levels are generally higher than government types with the same amount of technology, although maximum technology levels are not affected. Also, because Communist governments are not liked by most other countries, they have to pay more to place goods on the public market. Communist governments in wartime will not persecute civilians, so they are not adversely affected. Most communist governnments construct large numbers of industrial complexes.

   * Theocracy: 

-25% Military Costs +40% Construction Speed -35% Maximum Technology Double GDI Expenses

Theocracies believe that the clergy, priests, and religious leaders reign supreme. They reject technology, so maximum technology levels are greatly lowered. However, since the civilians believe so fervently in their leaders, they construct buildings much faster and are more willing to sell their goods to the government at a lower price. Military goods on the private market are thus much cheaper. Many theocracies buy military from the private market and sell them on the Public market for a handsome profit. They are also known to research technology- which though they benefit little from, can be sold for a good amount of money.

   * Republic: 

+20% Land Exploration +20% Maximum Per Capita Income -15% Military Strength

Republics allows the people to choose their own leaders. Thus, they make more money and are more content to live in such a country. The people also are willing to explore at a faster rate. When war looms over the horizon, however, they all allow the task of defending to the soldiers alone, and the military strength is lowered. Most republics build large numbers of enterprise and residential zones so that the revenues generated by the government will be much higher.

   * Democracy: 

0% Market Commissions +10% Maximum Technology 3 Turns Required per Attack

Democracies are most well liked by the worldwide community and don't have to pay for placing goods on the market. Also, the government has a keen interest in technology, so the maximum technology levels are augmented. However, the heavy bureaucracy means that an attack requires more time. Thus, democracies don't attack very often. Democracies have been known to use any of the above strategies.

Strategies

Casher: A player who primarily constructs residential and enterprise zones, to earn more money every turn. This strategy is heavily dependent on technology levels. Cashers are overwhelming republics, as the per capita income is greatly boosted by choosing this government type.

Farmer: A player primarily makes farms, then sells the food on the public/private market to buy technology or military. This strategy is heavily dependent on technology levels. Farming is acknowledged to be one of the most resilient strategies as food can always be instantly turned into cash on the private market. Farmers are usually democracies, tyrannies, or dictatorships.

Industrialist: A player who makes large numbers of industrial complexes to generate military every turn. This strategy works extremely well in the beginning. Industrialists are generally communists.

Oiler: A player who plays by making large numbers of oil rigs, then selling the oil on the public market. Since oil has an extremely unstable price, it is one of the riskiest strategies to play. Oilers overwhelmingly choose the Fascist government type.

Rainbow: A player who builds a little bit of everything so they are self efficient (positive income and food supply). This strategy is one of the most unefficient strategies used and is commonly used among new players. Profits from this strategy are made from selling their food and oil and/or military on the public market.

Reseller: A player who constructs large numbers of military bases to significantly lower military prices on the private market. Then, military is bought at a low price and sold on the public market at much higher prices. Resellers are always theocracies.

Techer: A player who plays by making large numbers of research labs, researching, and selling the technology on the public market. Techers usually are theocracies, democracies, or tyrannies.

Terminology

These are the words commonly used by players of the game.

AB: An artilley barrage attack (destroys buildings).

bsnake: Widely known multie/bot runner in FFA. Playing in Naughty this set with hungry.

Bottomfeeding: Large players who attack much smaller ones numerous times. Thought of as a dishonorable strategy.

BR: Bombing run. Bombing runs destroy buildings and kill civilians.

Chemed: Attacked by a chemical missile. Chemical missiles destroy buildings and kill civilians.

CM: Chemical Missile

Decay, Decomposition: The fact that a certain amount of stored food will decay per turn.

EM: Cruise Missile

Food: Bushels.

GS: Guerilla Strike

Killed: A country that is announced dead because of three possibilities. The first and most common is when the population falls to zero. Also possibility is a loss of land to zero. The third and least common is if the per capita income falls to zero. Countries are often killed by large numbers of Guerilla strikes and Chemical missiles (about 70 missiles or 300 Guerilla strikes or 190 bombing runs).

LG: Landgrab. Landgrabs are either Standard Strikes or Planned Strikes. The attacker gains land.

Landfarm: A country that is used by larger countries for significant numbers of daily landgrabs. Some landfarms are made illegally as a second country for use as a source of land. Landfarming is thought of as a very dishonorable strategy.

Landfat: A country that has significantly more land than other countries with similar networths. Landfat people are attacked very often, if they don't protect their land with a huge military.

Market Crash: An event near the end of the game when technology prices fall drastically. Players sell tech to buy military to augment networth.

Mehul Patel: Creator/Administrator of the game. He is thought to have allowed Earth: 2025 to decline by not adding patches or needed modifications. As well as the lack of servers and bandwith causing the game to run at a ant like speed during server wars. He currently lives in Chicago, Illinois

Mehul'd: 1.) When an attack that should have won, doesn't causing you to bounce your attack and lose a large portion of your attacking military force. 2.) Reference to anything bad going on in the game, hails from the lack of interest the games adminstrators have shown in the past few years.

Mehuled: When a multi/bot runner gets some countries deleted for cheating, we call them mehuled.

Multis: Players who illegally operate two or more countries when the limit is one, or sixteen or more countries when the limit is fifteen, as it is in FFA. Multis frequently help each other, and attack the same people. Multis are explicitly against the rules of earth.

NM: Nuclear Missiles

Netgain: A country that gains networth steadily. As more military is purchased, the expenses increase, and eventually netgain will slow down unless if more land or technology is added.

Netjump: A country that stores up resources for many days or weeks and suddenly purchases a huge amount of military to increase networth by an extreme amount. The country doesn't have to pay extra expenses during the stockpiling period (see below).

NW: Networth. A measurement of a country's total value and strength, taking into account all resources such as military, technology, and land. Money, food bushels, and oil also play a negligible role in increasing the networth.

Nuked: Attacked by a nuclear missile.

RD: RonnieRD, an infamous multi that game administrators and players have been battling in the Alliance server for years. Was responsible for many problems in Earth 2025.

Set: The time between the resets of the game.

Skinny: Countries with much less land than players with similar networths. Skinny players are rarely the targets of landgrabs.

Stockpile: A large storage of money and food that a country stores in anticipation of a netjump. Money can only go up to 2,147,483,647 dollars, even if you go $1 over the limit, all your money is gone. Extra money must be stored as food, which can then be sold when the money is used up.

Topfeeding: Smaller players who attack signicant larger ones. Topfeeders are thought of as risk takers.

Game Variants

Earth 2025 When logged in (Alliance Server) Earth 2025 When logged in (Alliance Server)

Primary

The Primary Server is the regular game without any special rules. It is frequented by newer players because of its relatively slow pace. Organized alliances outside of the game are not allowed. However, that doesn't stop other players from cheating in this game, such as multying or organizing alliances, albeit without the help of in-game clan tags.

Alliance

In Alliance Server, players are allowed one country per person, and most players choose to be a part of an allianceTemplate:Fact. Many alliances (about 5/6) ally with other alliances to protect themselves. This is the largest and most involved server for Earth: 2025. Due to the pacting structure involved land gain through attacking is less popular, replaced by exploration strategies. Alliance server maintains the most active membership due to the exciting politics and large scale organised warfare that takes place from set to set, adding a fresh angle to what is comparitively a simple game. Some of the largest alliances contain 200+ countries, though most have 50-70 countries.

Tournament

The Tournament Server contains, at any one time, 18 games, split into 7 levels. When an individual joins this server, he or she will be entered into a level 7 game; the bottom rung of the ladder. At the end of each month, players are moved up or down, according to their final ranking. The Tournament Server is considered by many to be the server requiring the most skill.

Limited

The Limited Server is for Swirve users who are at the Silver, Gold or Platinum Service Level under the Swirve's Service Level System. Like the Alliance Server, players may choose to join an alliance. This server has a smaller number of players and was meant to help eliminate cheaters from ruining the game. This server is tougher because there are less restrictive warfare rules and allows players or alliances to become more aggressive. Largest alliances reach 100+ countries, though most have around 10 countries.

Free For All

As the name alludes to, this server is for everyone. But to be more apt, this server also means that because it is Free For All that anything can happen. Users can have up to fifteen countries at any one time, although this rule is moderately enforced some have more than fifteen.

Apart from "multi-personalities" and cheating in various clans, there is genuine competition in obtaining networth and kills. Few clans operate out of Free For All and adhere to the 15 country rule. Some such clans proven to abide by the 15 country limit per person is the Disgruntled Earthers Unite Alliance, HalfDead Fighting Alliace, Crown of Thorns,and The Sith Empire, all who pride themselves in being some of the only legitimate clans in the game. Clans are set up for tag protection mostly, but some are created so that groups of friends can work together and cooperate for the benefit of their alliance as a whole.

As per part of the Free For All aspect this game as in any other server of Earth: 2025, this game is prone to massive wars, large coalitions, including multiple merges involving hundreds of countries, rivalry between alliances (whether it be over total networth, average networth, number or kills or anything else), and last but not least cheaters. Cheaters range from bot-runners, mutli-players (even though the practice has fluctuated up and down over the years), hackers, spies, and suiciders. But again, this happens on every server everything that goes on in Free For All is not exclusive only to this server as some would like to suggest. Largest alliances have over 600+ countries, and the average is around 100-200.

Most major alliances are either publically designated as "war" alliances or "net gaining" alliances. Netting alliances tend to be peaceful and rely on their allies and large member bases for safety. On the other hand, most "war" alliances are anything but peaceful. Not all war alliances pick fights. Again, this isn't always true. Some alliances which have been known to pick fights (and usually win them) include The Sith Empire, The Undead Servants of Ares, Asylum of Dark Templar, and Natural Born Killers.

This version of the game was shutdown in July 2006 because of the rampant cheating.

Earth:2025 Related Links

Alliances: Alliance Server

   * See the Alliances Category 

Alliance Hosting Websites

(these are not maintained by Swirve.com, Inc.)

   * WGZ Hosting
   * Gamerstown
   * Earth Stats
   * GHQNET 

Statistics (Primary/Alliance/Limited/FFA)

   * Earth Graphs 

Earth Related Links

   * Wazmo's AT Archive
   * Wazmo's Tech Calculator
   * Earth Graphs
   * Ben Raines' Rankings
   * KoD's Earth Page
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