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Home > Listing Index > Games > Earth: 2025

Games - Earth: 2025


is a Web-based MMOG operated by , it claims to be the first of its genre and has since inspired countless other similar games.

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 December, 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 provides.

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 capity 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 porportion 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.

[ Visit the complete Wikipedia entry for Earth: 2025 ]


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