Indy
| This page is a stub article. You can help Earth Empires improve this article by expanding it. |
Advantages: instant military 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 (30% 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 $47. 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.